© 2010 Delmar, Cengage Learning Chapter 3: Working with Symbols and Interactivity.
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Transcript of © 2010 Delmar, Cengage Learning Chapter 3: Working with Symbols and Interactivity.
© 2010 Delmar, Cengage Learning
Chapter 3:
Working with Symbols and Interactivity
© 2010 Delmar Cengage Learning
Chapter 3 Lessons
1. Create symbols and instances
2. Work with Libraries
3. Create buttons
4. Assign actions to frames and buttons
5. Importing graphics
© 2010 Delmar Cengage Learning
Using Flash Symbols
• Create small file sizes• Symbols are graphics that can be re-used
without adding file size– Symbols are the original object– Instances are the copied object
• Flash stores only symbol information (size, shape, color) thus creating a smaller file size
© 2010 Delmar Cengage Learning
Using Flash Symbols
• Attributes, such as color and shape, can be freely changed for each instance
• You can have as many altered instances as you like
• Symbols reside in the Library– Dragging a symbol from the Library to the
stage creates an instance
© 2010 Delmar Cengage Learning
Flash Symbol Types
• Three types of symbols– Graphics: effective for single, re-usable
images– Buttons: for interactivity, such as starting
or stopping– Movie Clips: movie within a movie
© 2010 Delmar Cengage Learning
Creating a Graphic Symbol
• Two ways to create a symbol– New Symbol on the Insert menu– Convert to Symbol on the Modify menu
• “Convert to Symbol” dialog box allows you to name and specify the type of symbol
• Symbol gets placed in the Library– To create an instance, drag a symbol from
the Library panel to the stage
© 2010 Delmar Cengage Learning
Fig. 1: Convert to Symbol Dialog Box
© 2010 Delmar Cengage Learning
Editing a Symbol
• Select from the Library and double-click, or use the Edit Symbol command
• Changes made to symbols are reflected in all their associated instances
• Changes made to instances do not affect their symbol
© 2010 Delmar Cengage Learning
Working with Instances
• Instances can be altered in many ways– Rotate, skew, resize– Change color, brightness, transparency
• Some limitations to editing an instance– Changes must be made to entire instance– Use “Break Apart” for more edibility, but
note that the link to the symbol will be broken
© 2010 Delmar Cengage Learning
Fig. 4: Newly Created Symbol in the Library Panel
Preview of g_car symbol in item
Preview window
Icon indicating a graphic symbol
© 2010 Delmar Cengage Learning
Fig. 5: Creating an Instance
Drag the symbol from the Library panel to below the original instance to create a second instance of the symbol
© 2010 Delmar Cengage Learning
Fig. 7: Edit Widow
Name of symbol
Graphic symbol indicates you are in
the edit window
© 2010 Delmar Cengage Learning
Understanding the Library
• The Library provides a way to view and organize symbols– Change symbol names – Display item properties– Add or delete symbols
© 2010 Delmar Cengage Learning
The Library• Title Tab
– Identifies this as the Library panel• List Box
– Used to select an open document and display the Library panel associated with that open document
• Options Menu – Provides access to additional features of the library
• Item Preview window– Displays the selected symbol
© 2010 Delmar Cengage Learning
The Library
• Toggle Sorting Order Icon– Allows you to reorder the lists of folders and
symbols within folders• Name Text Box
– Lists the folder and symbol names• New Symbol Icon
– Displays the Create New Symbol dialog box• New Folder Icon
– Allows you to create a new folder
© 2010 Delmar Cengage Learning
The Library
• Properties Icon– Displays the Symbol Properties dialog box
for the selected symbol• Delete Item Icon
– Deletes the selected symbol or folder
© 2010 Delmar Cengage Learning
Fig. 11: The Library PanelTitle tab
Name list box
Options menu
Click to open Library panel of any open document
Item Preview window
Toggle Sorting Order icon (position may vary)
New Symbol icon
New Folder icon
Properties icon
Delete icon
© 2010 Delmar Cengage Learning
Fig. 12: The Options Menu
© 2010 Delmar Cengage Learning
Understanding Buttons
• Button symbols provide interactivity• Any object, including Flash objects, can be turned
into a Button symbol• Button symbols have four states that correspond to
the use of the mouse and recognize that the user requires feedback– Up– Over– Down– Hit
© 2010 Delmar Cengage Learning
The Four Button States
• Up– Represents how the button appears when
the mouse pointer is not over it• Over
– Represents how the button appears when the mouse pointer is over it
© 2010 Delmar Cengage Learning
The Four Button States
• Down– How the button appears after the user
clicks the mouse• Hit
– Defines the area of the screen that will respond to the click
© 2010 Delmar Cengage Learning
Fig. 18: The Four Button States
Up Over Down Hit
© 2010 Delmar Cengage Learning
Fig. 19: The Button Timeline
© 2010 Delmar Cengage Learning
Creating and Previewing Buttons
• Create a button symbol• Edit the button symbol• Return to the main timeline• Preview the button
© 2010 Delmar Cengage Learning
Fig. 22: Specifying the Hit Area
Drag to here
© 2010 Delmar Cengage Learning
Understanding Actions
• In a basic movie, Flash plays frames sequentially
• To gain greater control, ActionScripting provides interactivity– Button presses can start/stop a Movie– Jump to a frame or scene
© 2010 Delmar Cengage Learning
Assigning Actions to a Button
• Select the desired button on the stage• Display the Actions panel• Select the Script Assist button to display the
Script Assist panel within the ActionScript panel
© 2010 Delmar Cengage Learning
Assigning Actions to a Button
• Select the appropriate category• Select the desired action• Specify the event that triggers the action
© 2010 Delmar Cengage Learning
Fig. 28: Assigning Actions to Buttons
1. Select the button
2. Click the Script Assist button to toggle between on (seen here) and off
4. Select the Actions category and the action
3. Click the Add a new item to the script icon
Hide/Display arrow; click at any time and as needed to hide or display the Toolbox pane
© 2010 Delmar Cengage Learning
Button Actions
• Release– With the pointer inside the button Hit area,
the user presses and releases the mouse button
• Key Press– With the pointer inside the button Hit area,
the user presses a predetermined key on the keyboard
© 2010 Delmar Cengage Learning
Button Actions
• Roll Over– The user moves the pointer into the button Hit
area• Drag Over
– The user holds down the mouse button, moves the pointer out of the button Hit area and then back into the Hit
• Using Frame Actions– Actions assigned to frames– Executed when the playhead reaches the frame
© 2010 Delmar Cengage Learning
Fig. 29: The Actions Panel
Toolbox pane Hide/Display arrow for the Toolbox pane
Button that the code will be applied to
ScriptAssist off
© 2010 Delmar Cengage Learning
Fig. 34: Assigning an Event and Action to a Button
Button selected
Action assigned to the button named b_signal
© 2010 Delmar Cengage Learning
Fig. 35: Assigning a Go To Action to a Button
Frame 1 specified
ScriptAssist active
Event on (release)
ActiongotoAndPlay(1)
© 2010 Delmar Cengage Learning
Understanding Graphic Types
Two Types of Graphic Files• Bitmap• Vector
© 2010 Delmar Cengage Learning
Bitmap Images
• Bitmap images are made up of a group of tiny dots of color called pixels.
• Bitmap graphics are often used with photographic images because they can represent subtle gradients in color.
© 2010 Delmar Cengage Learning
Vector Images
• Vector graphics represent an image as a geometric shape made up of lines and arcs that are combined to create various shapes, such as circles and rectangles.
• This is similar to Flash drawings that include strokes and fills.
• Flash drawing tools create vector graphics. An advantage of vector graphics is that they can be resized without distorting the image.
© 2010 Delmar Cengage Learning
Fig. 37: Bitmap Graphic Enlarged
© 2010 Delmar Cengage Learning
Fig. 38: Vector Graphic Enlarged
© 2010 Delmar Cengage Learning
Importing and Editing Graphics
• Import feature brings graphics into Flash• Select the Import command from the File
menu and specify where to import (Stage or library
• Then navigate to the location where the file is stored and select it.
© 2010 Delmar Cengage Learning
Fig. 39: Position the Sailboat Image on the Stage
© 2010 Delmar Cengage Learning
Chapter 3 Summary
1. Create symbols and instances
2. Work with Libraries
3. Create buttons
4. Assign actions to frames and buttons
5. Importing graphics