macromedia flash 8 revealed working with symbols and interactivity
TRANSCRIPT
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Macromedia Flash 8Revealed
WORKING WITH SYMBOLSAND INTERACTIVITY
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2Working With Symbols and Interactivity Chapter 3
Create symbols and instances
Work with Libraries
Create buttons
Assign actions to buttons
Chapter Lessons
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3Working With Symbols and Interactivity Chapter 3
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
Using Flash Symbols
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4Working With Symbols and Interactivity Chapter 3
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
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5Working With Symbols and Interactivity Chapter 3
Three types of symbols– Graphics, Buttons, 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
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6Working With Symbols and Interactivity Chapter 3
Creating a Graphic SymbolTwo ways to create a symbol– New Symbol command– Convert to Symbol command
“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
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7Working With Symbols and Interactivity Chapter 3
Naming a Symbol
FIGURE 1 Using the Convert to Symbol dialog box to convert a symbol
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8Working With Symbols and Interactivity Chapter 3
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
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9Working With Symbols and Interactivity Chapter 3
Working with InstancesInstances 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
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10Working With Symbols and Interactivity Chapter 3
Understanding the Library
The Library provides a way to view and organize symbols– Change symbol names and
properties– Add or delete symbols
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11Working With Symbols and Interactivity Chapter 3
The Library
Title Bar – Names the movie with which the
Library is associated
Options Menu – Provides access to additional
features of the library
Item Preview window– Displays the selected symbol
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12Working With Symbols and Interactivity Chapter 3
The Library
Toggle Sorting Order Icon– Allows you to reorder the lists of
folders and symbols within folders
Wide Library View and Narrow Library View icon– Used to expand and collapse the
Library window to display more or less of the symbol properties
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13Working With Symbols and Interactivity Chapter 3
The Library
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
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14Working With Symbols and Interactivity Chapter 3
The Library
Properties Icon– Displays the Symbol Properties
dialog box for the selected symbol
Delete Item Icon– Deletes the selected symbol or folder
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15Working With Symbols and Interactivity Chapter 3
The Library Panel
Name Text Box
New Symbol Icon
New Folder IconProperties Icon
Options Menu
Delete Icon
Narrow Library View Icon
Wide Library View Icon
Toggle Sorting Order Icon
Item Preview window
Click to list Library panel of an open document
FIGURE 11 The Library panel
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16Working With Symbols and Interactivity Chapter 3
Understanding Buttons
Button symbols provide interactivity
Any object, including Flash objects, can be turned into a Button symbol
Button symbols have four states– Correspond to the use of the mouse– Recognize that the user requires
feedback
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17Working With Symbols and Interactivity Chapter 3
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
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18Working With Symbols and Interactivity Chapter 3
The Four Button StatesDown– How the button appears after the user
clicks the mouse
Hit– Defines the area of the screen that will
respond to the click
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19Working With Symbols and Interactivity Chapter 3
The Four Button StatesUp Over Down Hit
FIGURE 19 The button timeline
FIGURE 18 The four button
states
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20Working With Symbols and Interactivity Chapter 3
Button DevelopmentCreate a button symbol
Edit the button symbol
Return to the main timeline
Preview the button
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21Working With Symbols and Interactivity Chapter 3
Understanding ActionsIn 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
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22Working With Symbols and Interactivity Chapter 3
Analyzing ActionScriptBasic ActionScript involves an event (such as a mouse click) that causes some action to occur
Category panel
Event
ActionFIGURE 26 The Actions panel displaying an ActionScript
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23Working With Symbols and Interactivity Chapter 3
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
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24Working With Symbols and Interactivity Chapter 3
Assigning Actions to a Button
Select the appropriate category
Select the desired action
Specify the event that triggers the action
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25Working With Symbols and Interactivity Chapter 3
Button ActionsButtons respond to one or more of the following events– 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
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26Working With Symbols and Interactivity Chapter 3
– 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
Button Actions
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27Working With Symbols and Interactivity Chapter 3
Chapter 3 TasksCreate symbols and instances
Work with Libraries
Create buttons
Assign actions to buttons