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

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Macromedia Flash MX 2004 – Design Professional and Interacti WORKING WITH SYMBOLS
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Page 1: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

Macromedia Flash MX 2004 –Design Professional

and InteractivityWORKING WITH SYMBOLS

Page 2: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING 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

Page 3: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 4: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH 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

Page 5: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH 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

Page 6: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 7: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Naming a Symbol

Page 8: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 9: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 10: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Applying Effects to Instances

Page 11: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 12: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH 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

Page 13: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 14: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 15: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 16: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 17: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

The Four Button States

The button timeline

Page 18: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 19: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 20: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 21: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 22: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 23: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 24: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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

Page 25: Macromedia Flash MX 2004 – Design Professional and Interactivity WORKING WITH SYMBOLS.

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


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