88
Using Symbols, Instances, and Library Assets
7.
Repeat steps 5 and 6 for the Down frame and the Hit frame.
The Hit frame is not visible on the Stage, but it defines the area of the button that
responds when clicked. Make sure that the graphic for the Hit frame is a solid area large
enough to encompass all the graphic elements of the Up, Down, and Over frames. It can
also be larger than the visible button. If you do not specify a Hit frame, the image for the
Up state is used as the Hit frame.
You can create a disjoint rollover, in which moving the pointer over a button causes
another graphic on the Stage to change. To do this, you place the Hit frame in a different
location than the other button frames.
8.
To assign a sound to a state of the button, select that state’s frame in the Timeline, select
Window > Properties, and then select a sound from the Sound menu in the Property
inspector. For more information, see
“Adding sounds to buttons” on page 315.
9.
When you finish, select Edit > Edit Document. Drag the button symbol from the Library
panel to create an instance of it in the document.
Enabling, editing, and testing buttons
By default, Flash keeps buttons disabled as you create them, to make it easier to select and
work with them. When a button is disabled, clicking the button selects it. When a button is
enabled, it responds to the mouse events that you’ve specified as if the SWF file were playing.
You can still select enabled buttons, however. In general, it is best to disable buttons as you
work, and enable buttons to quickly test their behavior.
To enable and disable buttons:
■
Select Control > Enable Simple Buttons. A check mark appears next to the command to
indicate buttons are enabled. Select the command again to disable buttons.
Any buttons on the Stage now respond. As you move the pointer over a button, Flash
displays the Over frame; when you click within the button’s active area, Flash displays the
Down frame.
To select an enabled button:
■
Use the Selection tool to drag a selection rectangle around the button.
Summary of Contents for FLASH 8-FLASH
Page 1: ...Using Flash ...
Page 12: ...12 Contents ...
Page 110: ...110 Using Symbols Instances and Library Assets ...
Page 128: ...128 Working with Color Strokes and Fills ...
Page 156: ...156 Drawing ...
Page 190: ...190 Working with Text ...
Page 224: ...224 Working with Graphic Objects ...
Page 270: ...270 Creating Motion ...
Page 310: ...310 Working with Video ...
Page 362: ...362 Working with Screens Flash Professional Only ...
Page 386: ...386 Creating Multilanguage Text ...
Page 454: ...454 Data Integration Flash Professional Only ...
Page 500: ...500 Publishing ...
Page 534: ...534 Creating Accessible Content ...