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Working with symbol instances
Create instancesAfter you create a symbol, you can create
instances of that symbol throughout your document, including inside
other symbols. When you modify the symbol, Flash updates
all instances of the symbol.
You
can give names to instances from the Property inspector. Use the
instance name to refer to an instance in ActionScript. To control
instances with ActionScript®, give each
instance within a single timeline a unique name. For more information,
see Handling events in Learning ActionScript 2.0 in Adobe Flash or Handling
events in Programming ActionScript 3.0.
To specify
color effects, assign actions, set the graphic display mode, or
change the behavior of new instances, use the Property inspector.
The behavior of the instance is the same as the symbol behavior,
unless you specify otherwise. Any changes you make affect only the
instance and not the symbol.
Create an instance of a symbol- Select a layer in the Timeline. Flash can place instances only in keyframes,
always on the current layer. If you don’t select a keyframe, Flash adds the instance to the first
keyframe to the left of the current frame.
- Select Window > Library.
- Drag the symbol from the library to the Stage.
- If you created an instance of a graphic symbol, to add
the number of frames that will contain the graphic symbol, select
Insert > Timeline > Frame.
Apply a custom name to an instance- Select the instance on the Stage.
- Select Window > Properties, and enter a name
in the Instance Name box.
Editing instance propertiesEach symbol instance has its own properties
that are separate from the symbol. You can change the tint, transparency,
and brightness of an instance; redefine how the instance behaves
(for example, change a graphic to a movie clip); and specify how
an animation plays inside a graphic instance. You can also skew, rotate,
or scale an instance without affecting the symbol.
In addition, you can name a movie clip or button instance so
that you can use ActionScript to change its properties. For more
information, see Classes in Learning ActionScript 2.0 in Adobe Flash at http://www.adobe.com/go/learn_fl_cs4_learningAS2_en or Objects and classes in Programming ActionScript 3.0.
To edit instance properties, you use the Property inspector (Windows >
Properties).
The properties of an instance are saved with it. If you edit
a symbol or relink an instance to a different symbol, any instance
properties you’ve changed still apply to the instance.
Change the color and transparency of an instanceEach
instance of a symbol can have its own color effect. To set color
and transparency options for instances, use the Property inspector.
Settings in the Property inspector also affect bitmaps placed in
symbols.
When you change the color and transparency for an
instance in a specific frame, Flash makes
the change as soon as it displays that frame. To make gradual color
changes, apply a motion tween. When tweening color, you enter different
effect settings in starting and ending keyframes of an instance,
and then tween the settings to make the instance’s colors shift
over time.
Note: If
you apply a color effect to a movie clip symbol that has multiple
frames, Flash applies the effect to
every frame in the movie clip symbol.
- Select the instance on the Stage, and select Window >
Properties.
- In the Property inspector, select one of the following
options from the Style menu in the Color Effect section:
- Brightness
- Adjusts
the relative lightness or darkness of the image, measured on a scale
from black (–100%) to white (100%). To adjust brightness, click
the triangle and drag the slider or enter a value in the box.
- Tint
- Colors the instance with the same
hue. To set the tint percentage from transparent (0%) to completely
saturated (100%), use the Tint slider in the Property inspector.
To adjust tint, click the triangle and drag the slider or enter
a value in the box. To select a color, enter red, green, and blue
values in the respective boxes, or click the Color control and select
a color from the Color Picker.
- Alpha
- Adjusts the transparency
of the instance, from transparent (0%) to completely saturated (100%).
To adjust the alpha value, click the triangle and drag the slider
or enter a value in the box.
- Advanced
- Separately adjusts the red,
green, blue, and transparency values of an instance. This is most
useful to create and animate subtle color effects on objects such
as bitmaps. The controls on the left let you reduce the color or
transparency values by a specified percentage. The controls on the
right let you reduce or increase the color or transparency values
by a constant value.
The current red, green, blue, and alpha
values are multiplied by the percentage values, and then added to
the constant values in the right column, producing the new color
values. For example, if the current red value is 100, setting the
left slider to 50% and the right slider to 100% produces a new red
value of 150 ([100 x .5] + 100 = 150).
Note: The Advanced settings
in the Effect panel implement the function (a * y+ b)= x where a
is the percentage specified in the left set of boxes, y is the color
of the original bitmap, b is the value specified in the right set
of boxes, and x is the resulting effect (between 0 and 255 for RGB,
and 0 and 100 for alpha transparency).
You can also change
the color of an instance using the ActionScript ColorTransform object.
For detailed information on the Color object, see ColorTransform
in ActionScript 2.0 Language Reference or ActionScript 3.0 Language and Components Reference.
Swap one instance for anotherTo
display a different instance on the Stage and preserve all the original
instance properties, such as color effects or button actions, assign
a different symbol to an instance.
For example, suppose you’re
creating a cartoon with a rat symbol for your character, but decide
to change the character to a cat. You could replace the rat symbol
with the cat symbol and have the updated character appear in roughly the
same location in all your frames.
Assign a different symbol to an instance- Select the instance on the Stage, and
select Window > Properties.
- Click the Swap button in the Property inspector.
- Select
a symbol to replace the symbol currently assigned to the instance.
To duplicate a selected symbol, click Duplicate Symbol and click
OK.
Duplicating lets you base a new symbol on an existing one
in the library and minimizes copying if you’re making several symbols
that differ slightly.
Replace all instances of a symbol Drag a symbol with the same name as
the symbol you are replacing from one Library panel into the Library
panel of the FLA file you are editing and click Replace. If you
have folders in the library, the new symbol must be dragged into
the same folder as the symbol you are replacing.
Change an instance’s typeTo
redefine an instance’s behavior in a Flash application,
change its type. For example, if a graphic instance contains animation
that you want to play independently of the main Timeline, redefine
the graphic instance as a movie clip instance.
- Select the instance on the Stage, and select Window >
Properties.
- Select Graphic, Button, or Movie Clip from the menu in
the Property inspector.
Set looping for a graphic instanceTo determine how animation sequences inside
a graphic instance play in your Flash application,
set options in the Property inspector.
An animated graphic
symbol is tied to the Timeline of the document in which the symbol
is placed. In contrast, a movie clip symbol has its own independent Timeline.
Animated graphic symbols, because they use the same Timeline as
the main document, display their animation in document-editing mode.
Movie clip symbols appear as static objects on the Stage and do
not appear as animations in the Flash editing
environment.
- Select a graphic instance on the Stage, and select
Window > Properties.
- Select
an animation option from the Options menu in the Looping section
of the Property inspector:
- Loop
- Loops
all the animation sequences contained in the current instance for
as many frames as the instance occupies.
- Play Once
- Plays
the animation sequence beginning from the frame you specify to the
end of the animation and then stops.
- Single Frame
- Displays
one frame of the animation sequence. Specify which frame to display.
- To specify the first frame of the graphic symbol to display
when looping, enter a frame number in the First text box. The Single
Frame option also uses the frame number you specify here.
Break apart an instance symbolTo break the link between an instance
and a symbol and make the instance into a collection of ungrouped
shapes and lines, you break apart the instance. This feature
is useful for changing the instance substantially without affecting
any other instance. If you modify the source symbol after breaking
apart the instance, the instance is not updated with the changes.
- Select the instance on the Stage.
- Select Modify > Break Apart. This action
breaks the instance into its component graphic elements.
- To modify these elements, use the painting and drawing
tools.
Get information about instances on the StageThe Property inspector and Info panel display
the following information about instances selected on the Stage:
In the Property inspector,
view the instance’s behavior and settings—for all instance types,
color effect settings, location, and size; for graphics, the loop mode
and first frame that contains the graphic; for buttons, the instance
name (if assigned) and tracking option; for movie clips, the instance
name (if assigned). For location, the Property inspector displays
the x and y coordinates of either the
symbol’s registration point or the symbol’s upper-left corner, depending
on which option is selected in the Info panel.
In the Info panel,
view the instance’s size and location; the location of its registration
point; its red (R), green (G), blue (B), and alpha (A) values (if
the instance has a solid fill); and the location of the pointer.
The Info panel also displays the x and y coordinates
of either the symbol’s registration point or the symbol’s upper-left
corner, depending on which option is selected. To display the coordinates
of the registration point, click the center square in the Coordinate grid
in the Info panel. To display the coordinates of the upper-left
corner, click the upper-left square in the Coordinate grid.
In
the Movie Explorer, view the contents of the current document, including instances
and symbols.
View any actions assigned to a button or movie
clip in the Actions panel.
Get information about an instance- Select the instance on the Stage.
- Display the Property inspector (Window >
Properties) or panel to use:
To display the Info panel, select Window >
Info.
To display the Movie Explorer, select Window >
Movie Explorer.
To display the Actions panel, select Window >
Actions.
View the symbol definition for the selected symbol in the Movie Explorer- Click the Show Buttons, Movie Clips,
and Graphics button at the top of the Movie Explorer.
- Right-click (Windows) or Control-click (Macintosh), and
select Show Symbol Instances and Go To Symbol Definition; or select
these options from the menu in the upper-right corner of the Movie
Explorer.
Jump to the scene containing instances of a selected symbol- Display the symbol definitions.
- Right-click (Windows) or Control-click (Macintosh), and
select Show Movie Elements and Go To Symbol Definition; or select
these options from the menu in the upper-right corner of the Movie
Explorer.
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