222 Tutorial: Building Your First Flash Application
7.
Drag in the drawing area to draw a wide, flat rectangle.
8.
Select the Selection tool from the Tools panel.
9.
Double-click the rectangle you drew to select both its fill and its stroke.
The stroke is the line that forms the border of a shape.
10.
In the Property inspector, enter 0 in both the X and Y text boxes.
This locates the upper-left corner of the symbol in the upper-left corner
of the Stage.
11.
Enter 700 in the Width (W) text box and 150 in the Height (H) text
box and press Enter (Windows) or Return (Macintosh).
The Property inspector with the correct width, height, X, and Y values
When you enter values into the text boxes in a panel, you must press Tab,
Enter (Windows), or Return (Macintosh) in order for Flash to acknowledge
the value.
Individual instances of this first symbol that you created become the
container for individual images your FMA will display. This is why you
named it imageHolder. Next, you create another symbol that becomes a
container for a stack of five instances of the imageHolder symbol. Later,
you will animate this new symbol vertically to change the image that
appears on the visible part of the Stage.
To create the second symbol with five imageHolder instances:
1.
Select Insert > New Symbol.
2.
In the Create New Symbol dialog box, enter slides in the Name text box
and click OK.
You remain in symbol-editing mode.
3.
Select 25% from the Zoom menu in the Timeline.
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