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Chapter Lessons

Chapter Lessons. OVERVIEW. Work with symbols and instances Work with Libraries Create buttons Assign actions to buttons. Using Flash Symbols. INTRODUCTION. An important aspect of Flash is its ability to create small file sizes

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Chapter Lessons

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  1. Chapter Lessons OVERVIEW • Work with symbols and instances • Work with Libraries • Create buttons • Assign actions to buttons

  2. Using Flash Symbols INTRODUCTION • 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 the original (Parent)object • Instances are the copied (Child) object • Flash stores only symbol information(size, shape, color) thus creating a smaller file size

  3. Using Flash Symbols INTRODUCTION • 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

  4. Flash Symbol Types INTRODUCTION • 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”

  5. Creating a Graphic Symbol LESSON 1 • 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 LESSON 1

  7. Editing a Symbol LESSON 1 • Select from the Library and double-click, or use Edit > Edit Symbol • Changes made to Symbols are reflected in all their associated Instances • Remember: changes made to Instances does not affect their (parent) Symbol

  8. Working with Instances LESSON 1 • 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 LESSON 1

  10. Understanding the Library LESSON 2 • The Library provides a way to view and organize symbols • Change Symbol names and properties • Add or delete Symbols

  11. The Library LESSON 2 • 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 LESSON 2 • 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 LESSON 2 Options Menu Name Text Box New Symbol Icon Properties Icon New Folder Icon

  14. Understanding Buttons LESSON 3 • 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 LESSON 3 • 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 LESSON 3 The button timeline

  17. Understanding Actions LESSON 4 • 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 LESSON 4 • Basic ActionScript involves an event (such as a mouse click) that causes some action to occur by triggering the script Event Action ActionScript Panel

  19. Assigning actions to a button LESSON 4 • Select the desired button on the stage • Display the Actions Panel • Select the appropriate category • Select the desired action

  20. Button Action Events LESSON 4 • 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 LESSON 4 • 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 LESSON 4 • 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 LESSON 4 • 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 chapters, can be applied to many different types of objects

  24. Chapter C Tasks SUMMARY • Work with symbols and instances • Work with Libraries • Create buttons • Assign actions to buttons

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