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

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Presentation on theme: "Work with symbols and instances Work with Libraries Create buttons Assign actions to buttons Unit Lessons."— Presentation transcript:

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

2 An important aspect of Flash is it’s 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 a symbols information(size, shape, color) thus creating a smaller file size Using Flash Symbols

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

4 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 movie A Movie Clip is a “movie within a movie” Flash Symbol Types

5 Creating a Graphic Symbol There 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

6 Naming a Symbol

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

8 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

9 Applying Effects to Instances

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

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

12 The Library Wide and Narrow View Name Text Box-Lists the folder and Symbol Names New Symbol Icon-Displays the Create New Symbol Dialog box New Folder Icon Properties Icon Delete Item Icon

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

14 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

15 The Four Button States 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 Down-how the button appears after the user clicks the mouse Hit-Defines the area of the screen that will respond to the click

16 The Four Button States The button timeline

17 Understanding Actions In 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

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

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

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

21 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

22 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.

23 Basic Actions Can 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 units, can be applied to many different types of objects

24 Unit Tasks Work with symbols and instances Work with Libraries Create buttons Assign actions to buttons


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