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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