Macromedia Flash Design Professional And Interactivity WORKING WITH SYMBOLS.

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Macromedia Flash Design Professional And Interacti WORKING WITH SYMBOLS

Transcript of Macromedia Flash Design Professional And Interactivity WORKING WITH SYMBOLS.

Page 1: Macromedia Flash Design Professional And Interactivity WORKING WITH SYMBOLS.

Macromedia Flash Design Professional

And InteractivityWORKING WITH SYMBOLS

Page 2: Macromedia Flash Design Professional And Interactivity WORKING WITH SYMBOLS.

2Getting Started with Macromedia Flash Unit C

Work with symbols and instances

Work with Libraries

Create buttons

Assign actions to buttons

Unit Lessons

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3Getting Started with Macromedia Flash Unit C

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

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4Getting Started with Macromedia Flash Unit 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

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5Getting Started with Macromedia Flash Unit 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 movie

A Movie Clip is a “movie within a movie”

Flash Symbol Types

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6Getting Started with Macromedia Flash Unit C

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

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Naming a Symbol

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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

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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

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10Getting Started with Macromedia Flash Unit C

Applying Effects to Instances

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11Getting Started with Macromedia Flash Unit C

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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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

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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

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The Library

Name Text Box

New Symbol Icon New Folder Icon Properties Icon

Options Menu

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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

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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

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The Four Button States

The button timeline

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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

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

ActionScript PanelEvent

Action

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Assigning actions to a button

Select the desired button on the stage

Display the Actions Panel

Select the appropriate category

Select the desired action

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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

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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

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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.

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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 units, can be applied to many different types of objects

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25Getting Started with Macromedia Flash Unit C

Unit C TasksWork with symbols and instances

Work with Libraries

Create buttons

Assign actions to buttons