Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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Macromedia Flash MX 2004 –Design Professional

and InteractivityWORKING WITH SYMBOLS

2Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Work with symbols and instances

Work with Libraries

Create buttons

Assign actions to buttons

Chapter Lessons

3Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

An important aspect of Flash is its ability to create small file sizes

Symbols are graphics that can be re-used without adding file size

– Symbols are the original (Parent)object– Instances are the copied (Child) object

Flash stores only symbol information(size, shape, color) thus creating a smaller file size

Using Flash Symbols

4Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

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

Using Flash Symbols

5Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

There are 3 types of Symbols: Graphics, Buttons, and Movie Clips Graphics are effective for single, re-usable images Buttons are for interactivity, such as starting or stopping a movieA Movie Clip is a “movie within a movie”

Flash Symbol Types

6Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Creating a Graphic SymbolThere are 2 primary ways to create a symbol– Insert > New Symbol command, and then

draw a symbol– Or draw an object and then use Insert >

Convert to Symbol

Use the “Convert to Symbol” dialog box to name the symbol effectively

The Symbol gets placed in the library, an instance remains on the stage

7Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Naming a Symbol

8Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Editing a Symbol

Select from the Library and double-click, or use Edit > Edit Symbol

Changes made to Symbols are reflected in all their associated Instances

Remember: changes made to Instances does not affect their (parent) Symbol

9Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Working with Instances

Instances can be altered in many ways– Rotated, skewed, resized, re-colored, alpha

changes

Some limitations to editing an Instance– An instance is a single object with no

segments, therefore you cannot select just part of the instance to change

– Changes are made to the entire instance

– Use “Break Apart” for more edibility, but note that the link will be broken

10Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Applying Effects to Instances

11Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Understanding the Library

The Library provides a way to view and organize symbols

Change Symbol names and properties

Add or delete Symbols

12Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

The LibraryTitle Bar - names the movie with which the Library is associated– Sample and external libraries

Options Menu - provides access to additional features of the libraryItem Preview - displays the selected symbolToggle Sorting Order Icon

13Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

The LibraryWide and Narrow ViewName Text Box - lists the folder and Symbol NamesNew Symbol Icon - displays the Create New Symbol dialog boxNew Folder IconProperties IconDelete Item Icon

14Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

The Library

Name Text Box

New Symbol Icon

New Folder IconProperties Icon

Options Menu

15Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Understanding Buttons

Button Symbols provide interactivity

Any Flash object can be turned into a Button Symbol

Unlike Graphic Symbols, Button Symbols have four States which correspond to the use of the mouse and recognize the user requires feedback

16Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

The Four Button StatesUp-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

Down-how the button appears after the user clicks the mouse

Hit-Defines the area of the screen that will respond to the click

17Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

The Four Button States

The button timeline

18Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Understanding ActionsIn a basic movie, Flash plays frames sequentially

To gain greater control, ActionScripting provides interactivity– Button presses can stop a Movie– Jump to a frame or scene– Play a sound

19Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Analyzing ActionScriptBasic ActionScript involves an event (such as a mouse click) that causes some action to occur by triggering the script

ActionScript Panel

Event

Action

20Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Assigning actions to a button

Select the desired button on the stage

Display the Actions Panel

Select the appropriate category

Select the desired action

21Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Button Action EventsButtons respond to one or more of the following events– Press: With the pointer inside the button

Hit area, the user presses the mouse button

– Release: With the pointer inside the button Hit area, the user presses and releases the mouse button

22Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Button Action Events– Release Outside: With the pointer inside

the button Hit area, the user presses and holds down the mouse button, moves the pointer outside the Hit area, and releases the mouse button

– Key Press: With the pointer inside the button Hit area, the user presses a predetermined key on the keyboard

– Roll Over: The user moves the pointer into the button Hit area

23Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Button Action Events– Roll Out: The user moves the pointer out

of 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 area

– Drag Out: With the pointer inside the button Hit area, the user holds down the mouse button and moves the pointer outside the Hit area

24Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Basic ActionsCan be applied to a Button (to create interactivity)

Can be applied to a Frame (causes the playhead to stop)

More advanced actions, discussed in later chapters, can be applied to many different types of objects

25Working with Symbols and Interactivity Web Collection: Flash MX 2004 Chapter C

Chapter C TasksWork with symbols and instances

Work with Libraries

Create buttons

Assign actions to buttons