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Adobe Flash CS3 Revealed Chapter 3 - WORKING WITH SYMBOLS AND INTERACTIVITY
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1.Create symbols and instances 2.Work with Libraries 3.Create buttons 4.Assign actions to frames and buttons Chapter 3 Lessons Chapter 3
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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 Chapter 3
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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 Chapter 3
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Three types of symbols Graphics: effective for single, re-usable images Buttons: for interactivity, such as starting or stopping Movie Clips: movie within a movie Flash Symbol Types Chapter 3
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Two ways to create a symbol New Symbol on the Insert menu Convert to Symbol on the Modify menu “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 Creating a Graphic Symbol Chapter 3
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Fig. 1: Convert to Symbol Dialog Box Chapter 3
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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 Editing a Symbol Chapter 3
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Instances 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 Working with Instances Chapter 3
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Fig. 4: Newly Created Symbol in the Library Panel Preview of g-car symbol in item preview window Icon indicating a graphic symbol Chapter 3
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Fig. 5: Creating an Instance Drag instance below original Chapter 3
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Fig. 7: Symbol Editing Widow Graphic icon indicates you are in edit symbol mode Name of symbol appears below Timeline layers Chapter 3
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Understanding the Library The Library provides a way to view and organize symbols Change symbol names and properties Add or delete symbols Chapter 3
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Title Tab 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 The Library Chapter 3
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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 The Library Chapter 3
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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 The Library Chapter 3
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Properties Icon Displays the Symbol Properties dialog box for the selected symbol Delete Item Icon Deletes the selected symbol or folder The Library Chapter 3
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Fig. 11: The Library Panel Chapter 3
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Fig. 12: The Options Menu Chapter 3
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Button symbols provide interactivity Any object, including Flash objects, can be turned into a Button symbol Button symbols have four states that correspond to the use of the mouse and recognize that the user requires feedback Up Over Down Hit Understanding Buttons Chapter 3
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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 The Four Button States Chapter 3
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Down How the button appears after the user clicks the mouse Hit Defines the area of the screen that will respond to the click The Four Button States Chapter 3
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Fig. 18: The Four Button States UpOverDown Hit Chapter 3
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Fig. 19: The Button Timeline Chapter 3
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Create a button symbol Edit the button symbol Return to the main timeline Preview the button Creating and Previewing Buttons Chapter 3
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Fig. 22: Specifying the Hit Area Drag to here Chapter 3
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Understanding Actions In 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 Chapter 3
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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 Chapter 3
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Assigning Actions to a Button Select the appropriate category Select the desired action Specify the event that triggers the action Chapter 3
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Fig. 28: Assigning Actions to Buttons Chapter 3
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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 Button Actions Chapter 3
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Button Actions 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 Chapter 3
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Fig. 29: Selecting ActionScript 1.0 & 2.0 from the Actions Panel Toolbox pane Layer and frame to which action will be applied Click to toggle between Script Assist off and on Chapter 3
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Fig. 32: Assigning an Event to a Button Chapter 3
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Fig.33: Specifying the Frame to Go to Change frame number here Chapter 3
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Fig. 34: Assigning a Goto Action to a Button Event on Action gotoAndPlay(1) Chapter 3
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1.Create symbols and instances 2.Work with Libraries 3.Create buttons 4.Assign actions to frames and buttons Chapter 3 Tasks Chapter 3
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