MACROMEDIA FLASH MX 2004-USING COMPONENTS Use Manual page 928

Using components
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Editing the movie clip
After you create the new symbol and define the linkages for it, you can define the component's
assets in the symbol's Timeline.
A component's symbol should have two layers. This section describes what layers to insert and
what to add to those layers.
To edit the movie clip:
Rename Layer 1 Actions and select Frame 1.
1.
Open the Actions panel and add a
2.
stop();
Do not add any graphical assets to this frame.
Add a Layer named Assets.
3.
On the Assets layer, select Frame 2 and insert a blank keyframe.
4.
There are now two blank keyframes in this layer.
Do one of the following:
5.
If the component has visual assets that define the bounding area, drag the symbols into
Frame 1 and arrange them appropriately.
If your component creates all its visual assets at runtime, drag a BoundingBox symbol to the
Stage in Frame 1, size it correctly, and name the instance boundingBox_mc. The symbol is
located in the library of the StandardComponents.fla that is located in the First Run/
ComponentFLA folder.
928
Chapter 7: Creating Components
function, as follows:
stop()

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