Review
Let’s take a few minutes to review some of the concepts that we learned last week.
Introduction
So far in Flash we’ve learned about how to use the tools on the toolbar and about the timeline and scenes. Now we will focus on Flash components that we want to reuse. Symbols are just that, components that we either create or that we import in which we will use them more than once in your project. There are three kinds of symbols: graphic, button, and movie clips.
Symbols good because they made your file sizes smaller. The symbol itself is stored in the library, and each time you use that symbol on the screen is called an instance. So an instance is just a reference to the symbol in the library. You can change properties of the instance without effecting the stored symbol.
Types of Symbols
To make a symbol have the object select in which you want to convert to a symbol, then go to Modify–>Convert to Symbol (or right click and Convert to Symbol). Then you need to decide which of the three type to choose. The first type of symbol is a graphic symbol. Graphic symbols are the basic type of symbols that you will normally use because they are synchronized to the main timeline of your project.
The next type is the button symbol. Button symbols have four parts: an up frame, a down frame, an over frame, and a hit frame. Each are a part of the button that you can change to make the button react like a typical non-computer realated button. The Up frame is the original button state, and you most likely will leave that the way it is. The Over state is what happens when the mouse is over the button. Start with the same frame by right-clicking on the over frame and click Insert Keyframe. Then you should make some change to it. The Down state is what happens when the mouse clicks down on the button. Do the same thing, insert a keyframe and then change it. Hit is what will happen after you release the button.