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Adding, naming, and registering assets
577
If you have experience handling and naming graphics, you can enter your own instance names
for the graphic assets on the Stage. You do not need to use the movie clip containers or the
templates—instead, you can add your own assets to the Stage, add a Learning Interaction
component to the Stage, and then register the assets’ instance names in the Component
inspector for the interaction.
Remember the following aspects about naming assets:
■
Interaction components do not need to be named.
■
UI components need to have unique names for similar interaction types.
■
Each graphic distractor (Drag object, Target object, hot spot, and hot object) must have a
unique instance name.
■
Text fields can share the same instance names across multiple interactions.
After you name the assets on the Stage, it’s important to register those names in the
Component inspector for the learning interaction so that the scripts can control the assets.
About naming Learning Interaction component
instances
Every interaction has an interaction component associated with it to configure its unique
parameters. These components do not need to be named.
Naming UI components (RadioButton, CheckBox,
Button, and TextInput)
When you use similar interaction types, you need to give each UI component a unique name.
For example, if you create two Multiple Choice interactions, the second interaction requires
unique instance names for the CheckBox and the Button components. These new instance
names need to be registered in the Component inspector for the learning interaction.
To name a UI component:
1.
Select the UI component instance on the Stage.
2.
In the Property inspector, type a name in the Instance Name text box.
3.
Register the name in the Component inspector for the interaction (see
“Registering
dynamic text fields and UI components” on page 578
).
Summary of Contents for FLASH 8-USING 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...