adobe flash cs5 on demand part 25 docx

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adobe flash cs5 on demand part 25 docx

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ptg 148 Chapter 4 Graphic symbols can be used for static images and for animations that are in sync with the main Timeline. There are three instance options available to them: Loop, Play Once, and Single Frame. Set the instance to Loop if you want the symbol's Timeline to play continuously. Play Once plays the Timeline of a graphic symbol once and then stops. Single frame sets the instance to display as a single frame contained in the graphic symbol's Timeline. Unlike movie clip symbols, an animation contained in a graphic symbol can be seen in the main Timeline without having to export the Flash movie. However, any ActionScript and sounds that have been included in a graphic symbol's Timeline will not work. Using Graphic Symbols Create a Graphic Symbol Click the Insert menu, and then click New Symbol. TIMESAVER Press A +F8 (Mac) or Ctrl+F8 (Win) to create a new symbol. Type in a name for the symbol. Click the Typ e list arrow, and then click Graphic. Click OK. Flash enters a symbol editing mode that contains an empty Timeline for that symbol. 4 3 2 1 3 2 4 Did You Know? Graphic symbol animations are synced up to the main Timeline. For example, if the animation in the graphic symbol spans 10 frames, the instance in the main Timeline must also span 10 frames if the entire animation is to be seen. From the Library of Wow! eBook ptg Chapter 4 Working with Groups, Symbols, and Instances 149 Change the Options for Graphic Symbol Instances Select a graphic symbol instance on the Stage. Click the list arrow in the Property Inspector, and then select from the following graphic options: ◆ Loop. The Timeline in the graphic symbol will loop continuously. ◆ Play Once. The Timeline in the graphic symbol will play once and stop. If there is no animation in the symbol or if there is only artwork on one frame, it will be treated as a static graphic. ◆ Single Frame. Sets the instance to a single frame in the Timeline of the master symbol. When this is selected, the graphic symbol is treated as a static graphic. 2 1 2 Options for graphic symbol instances Converting a Graphic to a Symbol In addition to creating a new symbol and adding a graphic, you can also convert an existing graphic to a symbol. Select the vector graphic on the Stage, click the Modify menu, and then click Convert To Sym bo l. In t he Co nv er t to Sy mb ol d ia lo g box , en te r a nam e (th at you’ll refer to in an ActionScript), and then click the Graphic option as the type. The registration grid within the symbol bounding box dis- plays a small black square to indicate the registration point for the graphic. For Your Information From the Library of Wow! eBook ptg 150 Chapter 4 Use buttons to add interactivity to your movie. Button symbols have their own four-frame Timeline. The first three frames define the states of the button: up, over, and down. The first frame is the Up state, which is the appearance of the button when in its normal, non-active state. The second frame is the Over state, which is triggered when the user places their mouse over the button. The third frame is the Down state, which appears when the user presses the button with their mouse. The fourth frame—which is invisible outside of the symbol editing mode— defines the active area. This is the area that the user must place their mouse over to activate the other states of the button. You can assign actions, such as sound or animation, to instances of buttons that tell Flash what to do when the button is clicked. Using Button Symbols Create a Button Click the Insert menu, and then click New Symbol. TIMESAVER Press A +F8 (Mac) or Ctrl+F8 (Win) to create a new symbol. Type in a name for the symbol. Click the Typ e list arrow, and then click Button. Click OK. Place artwork in the keyframe of the first frame. This represents the button's Up state, its normal, inactive state. Click the Insert menu, point to Timeline, and then click Keyframe to add a keyframe in the second frame (the Over state). TIMESAVER Press F6 to quickly add a keyframe and press F7 to add a blank keyframe. 6 5 4 3 2 1 3 4 5 2 From the Library of Wow! eBook ptg Chapter 4 Working with Groups, Symbols, and Instances 151 Change the artwork or add new artwork in this frame. Click the Insert menu, point to Timeline, and then click Keyframe to add a keyframe in the third frame (the Down state). Alter the artwork or add new artwork in this frame. Click the Insert menu, point to Timeline, and then click Keyframe to add a keyframe in the fourth frame (the active area). Add a simple graphic (a rectangle or oval, for example) to define the active area. To assig n a sound to a st at e of t he button, select the state’s frame in the Timeline, open the Property Inspector, and then: ◆ Select a sound from the Sound list arrow menu. ◆ Select an event from the Synchronization list arrow menu. Click the Control menu, point to Test Movie, and then click Test. TIMESAVER Press A +Return (Mac) or Ctrl+Enter (Win) to test it. 13 12 11 10 9 8 7 7 9 11 See Also See “Enabling and Disabling Buttons” on page 152 for information on turning buttons on and off. Adding Animation to a Button There are several ways to add animation to a button. First, you can place an instance of the button symbol on the Stage and assign actions to it, not to frames in the button’s Timeline. Another way is to create a button using a movie clip symbol or a button component. You can create more complex animation with the movie clip button. The downside is that file size increases. The button component provides more pre-built button types, such as PushButton and RadioButton, and customizable features. See Chapter 18, “Adding and Modifying Components” on page 427 for information on components and using button components. For Your Information From the Library of Wow! eBook ptg 152 Chapter 4 Flash allows you to test your buttons within the development environ- ment without having to export the movie. You can test the behavior of simple buttons by toggling the Enable Simple Buttons feature on and off. When buttons are enabled, you can't select them or enter their symbol editing mode normally. Disable this feature if you need to enter the symbol mode. You can quickly see how the different states of your button behave without having to export the whole flash movie. Any ActionScript applied to the button will be ignored. Enabling and Disabling Buttons Enable and Disable Buttons Place a button on the Stage. Click the Control menu, and then click Enable Simple Buttons to enable the button. TIMESAVER Press Ctrl+Alt+B (Win) or Option+ A +B (Mac) to toggle the enabling and disabling of simple buttons. Place the mouse over the button to test the Over state. Press down on the button to test the Down state. To disab le t he b ut to n, cli ck the Control menu, and then click Disable Simple Buttons. 5 4 3 2 1 The Up state is the button’s normal, inactive state. The Over state is active when the mouse pointer passes over it. The Down state is active when the mouse pointer presses down on it. 3 4 2 See Also See “Using Button Symbols” on page 150-151 for information on creating a button. Did You Know? Regardless of whether buttons are enabled or disabled, they will be func- tional when you export your movie. The Enable Simple Buttons command is only relevant to the Flash develop- ment environment. From the Library of Wow! eBook ptg Chapter 4 Working with Groups, Symbols, and Instances 153 Buttons do not require graphics to be placed in the hit state frames (the first three frames). As long as the active area contains a shape, the button will be invisible but will be functional and ActionScript can be applied to it. The active area is the fourth frame in the button symbol Timeline. An instance of an invisible button appears as a transparent blue shape in the main Timeline, but it will not be visible in the exported movie. Creating Invisible Buttons Create an Invisible Button Click the Insert menu, and then click New Symbol. TIMESAVER Press A +F8 (Mac) or Ctrl+F8 (Win) to create a new symbol. Click the Typ e list arrow, and then click Button. Click OK. Click the Insert menu, point to Timeline, and then click Keyframe to add a keyframe in the fourth frame (the active area). TIMESAVER Press F6 to create a keyframe. Add a simple graphic (a rectangle or oval, for example) to define the active area. Make sure the first three frames remain empty. Return to the main Timeline. Drag the invisible button from the Library to the Stage. Invisible buttons appear as transparent blue shapes but are invisible in the final export. 8 7 6 5 4 3 2 1 4 The first three frames of the button remain empty. 8 An invisible button appears as a transparent blue square in the Flash development environment. 2 3 From the Library of Wow! eBook . Buttons” on page 152 for information on turning buttons on and off. Adding Animation to a Button There are several ways to add animation to a button. First, you can place an instance of the button. Components” on page 427 for information on components and using button components. For Your Information From the Library of Wow! eBook ptg 152 Chapter 4 Flash allows you to test your buttons. of the button. You can assign actions, such as sound or animation, to instances of buttons that tell Flash what to do when the button is clicked. Using Button Symbols Create a Button Click the

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