Information Technology Reference
In-Depth Information
Figure 8.1. Flash application interface (Flash has several key areas
within the software interface. (A) Timeline, (B) Layers, (C) Stage, (D)
Scenes panel, (E) Properties inspector, (F) Tool palette, (G) Library
panel.)
Flash has three main object types. Objects in Flash are referred to as symbols.
Symbols are the building blocks of Flash movies. Symbol types are graphics,
buttons, and movie clips. Each one serves a different purpose in Flash. When
you create a new symbol in Flash ( Insert>New Symbol ) you are directed to
a new timeline area that looks quite similar to the main stage and main timeline;
this is the symbol editor. Symbols are reusable objects in Flash and they posses
their own timeline that can be controlled and manipulated. The timeline of the
symbol executes when the symbol is placed on the stage. Using a process called
instancizing , you can create instances of movie clip and button symbols for
use in ActionScript. By having independent timelines, symbols can also be
nested with each other to raise control and interactive functionality within the
objects.
Graphic symbols are used for simple animations and static graphics. Graphic
symbols are the lowest level symbols because they do not have the ability to be
controlled with ActionScript. Graphic symbols can be animated and used
effectively in simple Flash movies. However, to use the real power features of
Macromedia Flash MX 2004 Professional, button symbols , and most impor-
tantly movie clip symbols need to learned and utilized. These symbols take full
advantage of the ActionScript language.
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