DM 11- Flash –Unit C and Interactivity WORKING WITH SYMBOLS.

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Presentation transcript:

DM 11- Flash –Unit C and Interactivity WORKING WITH SYMBOLS

Work with symbols and instances Work with symbols and instances Work with Libraries Work with Libraries Create buttons Create buttons Assign actions to buttons Assign actions to buttons Chapter Lessons

An important aspect of Flash is its ability to create small file sizes 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 graphics that can be re- used without adding file size Symbols are the original (Parent)objectSymbols are the original (Parent)object Instances are the copied (Child) objectInstances are the copied (Child) object Flash stores only symbol information(size, shape, color) thus creating a smaller file size Flash stores only symbol information(size, shape, color) thus creating a smaller file size Using Flash Symbols

Attributes, such as color and shape can be freely changed for each instance Attributes, such as color and shape can be freely changed for each instance You can have as many altered instances as you like You can have as many altered instances as you like Symbols reside in the Library Symbols reside in the Library Dragging a Symbol from the Library to the stage creates an InstanceDragging a Symbol from the Library to the stage creates an Instance Using Flash Symbols

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

Creating a Graphic Symbol There are 2 primary ways to create a symbol There are 2 primary ways to create a symbol Insert > New Symbol command, and then draw a symbolInsert > New Symbol command, and then draw a symbol Or draw an object and then use Insert > Convert to SymbolOr draw an object and then use Insert > Convert to Symbol Use the “Convert to Symbol” dialog box to name the symbol effectively 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 The Symbol gets placed in the library, an instance remains on the stage

Naming a Symbol

Editing a Symbol Select from the Library and double- click, or use Edit > Edit Symbol Select from the Library and double- click, or use Edit > Edit Symbol Changes made to Symbols are reflected in all their associated Instances Changes made to Symbols are reflected in all their associated Instances Remember: changes made to Instances does not affect their (parent) Symbol Remember: changes made to Instances does not affect their (parent) Symbol

Working with Instances Instances can be altered in many ways Instances can be altered in many ways Rotated, skewed, resized, re-colored, alpha changesRotated, skewed, resized, re-colored, alpha changes Some limitations to editing an Instance 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 changeAn 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 instanceChanges are made to the entire instance Use “Break Apart” for more edibility, but note that the link will be brokenUse “Break Apart” for more edibility, but note that the link will be broken

Applying Effects to Instances

Understanding the Library The Library provides a way to view and organize symbols The Library provides a way to view and organize symbols Change Symbol names and properties Change Symbol names and properties Add or delete Symbols Add or delete Symbols

The Library Title Bar - names the movie with which the Library is associated Title Bar - names the movie with which the Library is associated Sample and external librariesSample and external libraries Options Menu - provides access to additional features of the library Options Menu - provides access to additional features of the library Item Preview - displays the selected symbol Item Preview - displays the selected symbol Toggle Sorting Order Icon Toggle Sorting Order Icon

The Library Wide and Narrow View Wide and Narrow View Name Text Box - lists the folder and Symbol Names Name Text Box - lists the folder and Symbol Names New Symbol Icon - displays the Create New Symbol dialog box New Symbol Icon - displays the Create New Symbol dialog box New Folder Icon New Folder Icon Properties Icon Properties Icon Delete Item Icon Delete Item Icon

The Library Name Text Box New Symbol Icon New Folder Icon Properties Icon Options Menu

Understanding Buttons Button Symbols provide interactivity Button Symbols provide interactivity Any Flash object can be turned into a Button Symbol 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 Unlike Graphic Symbols, Button Symbols have four States which correspond to the use of the mouse and recognize the user requires feedback

The Four Button States Up-represents how the button appears when the mouse pointer is not over it 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 Over-represents how the button appears when the mouse pointer is over it Down-how the button appears after the user clicks the mouse Down-how the button appears after the user clicks the mouse Hit-Defines the area of the screen that will respond to the click Hit-Defines the area of the screen that will respond to the click

The Four Button States The button timeline

Understanding Actions In a basic movie, Flash plays frames sequentially In a basic movie, Flash plays frames sequentially To gain greater control, ActionScripting provides interactivity To gain greater control, ActionScripting provides interactivity Button presses can stop a MovieButton presses can stop a Movie Jump to a frame or sceneJump to a frame or scene Play a soundPlay a sound

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

Assigning actions to a button Select the desired button on the stage Select the desired button on the stage Display the Actions Panel Display the Actions Panel Select the appropriate category Select the appropriate category Select the desired action Select the desired action

Button Action Events Buttons respond to one or more of the following events Buttons respond to one or more of the following events Press: With the pointer inside the button Hit area, the user presses the mouse buttonPress: 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 buttonRelease: With the pointer inside the button Hit area, the user presses and releases the mouse button

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 buttonRelease 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 keyboardKey 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 areaRoll Over: The user moves the pointer into the button Hit area

Button Action Events Roll Out: The user moves the pointer out of the button Hit areaRoll 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 areaDrag 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 areaDrag Out: With the pointer inside the button Hit area, the user holds down the mouse button and moves the pointer outside the Hit area

Basic Actions Can be applied to a Button (to create interactivity) Can be applied to a Button (to create interactivity) Can be applied to a Frame (causes the playhead to stop) 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 More advanced actions, discussed in later chapters, can be applied to many different types of objects

Chapter C Tasks Work with symbols and instances Work with symbols and instances Work with Libraries Work with Libraries Create buttons Create buttons Assign actions to buttons Assign actions to buttons