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OVERVIEW

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Chapter Lessons Create symbols and instances Work with Libraries Create buttons Assign actions to buttons Using Flash Symbols Create small file sizes Symbols are ... – PowerPoint PPT presentation

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Title: OVERVIEW


1
(No Transcript)
2
Chapter Lessons
OVERVIEW
  • Create symbols and instances
  • Work with Libraries
  • Create buttons
  • Assign actions to buttons

3
Using Flash Symbols
INTRODUCTION
  • 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

4
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

5
Flash Symbol Types
INTRODUCTION
  • Three types of symbols
  • Graphics, Buttons, 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

6
Creating a Graphic Symbol
LESSON 1
  • Two ways to create a symbol
  • New Symbol command
  • Convert to Symbol command
  • 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

7
Naming a Symbol
LESSON 1
FIGURE 1 Using the Convert to Symbol dialog
box to convert a symbol
8
Editing a Symbol
LESSON 1
  • 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

9
Working with Instances
LESSON 1
  • 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

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
  • Options Menu
  • Provides access to additional features of the
    library
  • Item Preview window
  • Displays the selected symbol

12
The Library
LESSON 2
  • 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

13
The Library
LESSON 2
  • 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

14
The Library
LESSON 2
  • Properties Icon
  • Displays the Symbol Properties dialog box for the
    selected symbol
  • Delete Item Icon
  • Deletes the selected symbol or folder

15
The Library Panel
LESSON 2
Options Menu
FIGURE 11 The Library panel
Click to list Library panel of an open document
Item Preview window
Toggle Sorting Order Icon
Wide Library View Icon
Name Text Box
Narrow Library View Icon
Delete Icon
New Symbol Icon
Properties Icon
New Folder Icon
16
Understanding Buttons
LESSON 3
  • Button symbols provide interactivity
  • Any object, including Flash objects, can be
    turned into a Button symbol
  • Button symbols have four states
  • Correspond to the use of the mouse
  • Recognize that the user requires feedback

17
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

18
The Four Button States
LESSON 3
  • Down
  • How the button appears after the user clicks the
    mouse
  • Hit
  • Defines the area of the screen that will respond
    to the click

19
The Four Button States
LESSON 3
Up Over Down Hit
FIGURE 18 The four button states
FIGURE 19 The button timeline
20
Button Development
LESSON 3
  • Create a button symbol
  • Edit the button symbol
  • Return to the main timeline
  • Preview the button

21
Understanding Actions
LESSON 4
  • 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

22
Analyzing ActionScript
LESSON 4
  • Basic ActionScript involves an event (such as a
    mouse click) that causes some action to occur

Category panel
Event
Action
FIGURE 26 The Actions panel displaying an
ActionScript
23
Assigning Actions to a Button
LESSON 4
  • 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

24
Assigning Actions to a Button
LESSON 4
  • Select the appropriate category
  • Select the desired action
  • Specify the event that triggers the action

25
Button Actions
LESSON 4
  • Buttons respond to one or more of the following
    events
  • 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

26
Button Actions
LESSON 4
  • 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

27
Chapter 3 Tasks
SUMMARY
  • Create symbols and instances
  • Work with Libraries
  • Create buttons
  • Assign actions to buttons
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