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Adding, naming, and registering assets
579
Naming and registering graphic distractors
Graphic distractors such as Drag objects, Target objects, hot spots, and hot objects must be
named uniquely across all interactions. This means that in a file with two Drag and Drop
interactions, each containing four Drag objects, each of the eight Drag objects in the file must
be named uniquely. For example, the Drag objects in the first interaction could be named
Drag 1, Drag 2, Drag 3, and Drag 4, and the Drag objects in the second interaction could be
named Drag A, Drag B, Drag C, and Drag D. This system ensures that the scripts work
properly and the interactions behave as intended.
To name graphic distractors:
1.
Make sure that the objects on the Stage are instances of learning interactions or movie
clip symbols.
2.
Select an object on the Stage—for example, a Target object.
3.
In the Property inspector, type a name in the Instance Name text box.
4.
Repeat steps 1–3 for each object on the Stage.
5.
Register the names (see the following procedure).
To register a distractor instance name:
1.
Select the Learning Interaction component (to the left of the Stage in the quiz template),
and open the Component inspector from the Property inspector, if necessary.
2.
Enter the name in the Component inspector, under Instance Name.
Text field names
Text fields can share the same names from interaction to interaction. That means that the
question text field in interaction 1 can be named the same as the question text field in
interaction 2, and so on. These names need to be registered with the interaction components,
as do all assets names (see
“Registering dynamic text fields and UI components” on page 578
).
Asset name defaults
The assets supplied in the movie clip interaction containers are prenamed with the instance
names listed in the following tables.
NO
TE
A sequential naming scheme is usually the easiest to work with—for example, Drag1,
Drag2, Drag3, and so on.
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...