
568
Creating E-learning Content
3.
In the Drag Object Name column, list the instance names for the Drag objects on the
Stage.
Each Drag object must have a unique name. If you add a new Drag object on the Stage,
make sure to enter its name here.
4.
In the Matches Target Name column, list the matching target instance name for that
Drag object.
Each target must have a unique name. If you add a new target on the Stage, make sure to
enter its name here.
If you enter a Drag instance name in the Drag Object Name column, you need to enter a
corresponding Target instance name in the Matches Target Name column. However, you
can enter a Target instance name in the Matches Target Name column without a
matching Drag instance name. This adds a target that can be snapped to but is not
evaluated as a correct match.
5.
Select Snap to Start to make the Drag objects snap back to their original position if they do
not snap to a registered target.
6.
Select each instance of the Drag object or Target object on the Stage. Use the Property
inspector to give each instance the same instance name that you specified in the
Component inspector.
Adding and removing Drag objects and Target
objects
You can change the default number of four objects and four targets by adding more objects
and targets or by deleting existing objects and targets. You can include from one to eight Drag
objects and one to eight Target objects in a Drag and Drop learning interaction.
To add a Drag object or Target object:
1.
Create a movie clip symbol containing the graphics for the object. For example, if you have
an interaction that has six types of fruit, and you want to add a seventh choice, create a
graphic of the seventh fruit and place it in the library.
2.
Select the Drag and Drop learning interaction in the Timeline, and then drag the symbol
from the Library panel to the Stage.
3.
In the Property inspector, name the instance. See
“Adding, naming, and registering assets”
on page 576
.
4.
Add the instance name to the Component inspector for the Drag and Drop object. See
“Naming and registering graphic distractors” on page 579
.
The component does the rest of the work automatically at runtime.
Содержание FLASH 8-FLASH
Страница 1: ...Using Flash ...
Страница 12: ...12 Contents ...
Страница 110: ...110 Using Symbols Instances and Library Assets ...
Страница 128: ...128 Working with Color Strokes and Fills ...
Страница 156: ...156 Drawing ...
Страница 190: ...190 Working with Text ...
Страница 224: ...224 Working with Graphic Objects ...
Страница 270: ...270 Creating Motion ...
Страница 310: ...310 Working with Video ...
Страница 362: ...362 Working with Screens Flash Professional Only ...
Страница 386: ...386 Creating Multilanguage Text ...
Страница 454: ...454 Data Integration Flash Professional Only ...
Страница 500: ...500 Publishing ...
Страница 534: ...534 Creating Accessible Content ...