Flash can create a variety of objects. We will be discussing from the most simple (basic shapes) to the most complex (applications).
Of all the objects shown above in the inverted triangle chart, they all are composed of basic shapes. Shapes are made of fill and/or strokes and always reside at the main canvas level. Hence, you can not double-click to drill down into basic shapes because they are already at the canvas level.
However, you can single-click or double-click to select certain part of a shape to make selection(s). The rules are as follow:
One characteristics of basic shapes is that they will interact will one another when they are overlapped and then deselected. The rules are as follow:
Another characteristic of shapes is that you can "pull' on their points or sides. The rules are as follow:
TIP: If you used the line tool to draw a line across a shape with a fill and a stroke, the line will divide into three segments and will create two fill shape where it is divided. You can then delete the "extra" segments if they are not needed and bend the line with the selection tool and the object deselected.
SHOW EXAMPLE:
There are three ways to manipulate simple shapes:
Once you are familiar with shapes, you will want to graduate to using groups or drawing objects. Unlike basic shapes, groups or drawing objects will not interact with each other when they overlap.
To select a group or a drawing object, simply click on it with the selection tool. NOTE: You know you have a selection because there will be a bounding box (not dots) around the object. If the object is a "boxy" object, the bounding box will not be as noticeable.
Once you create a Group or Drawing Object, you can double-click to get inside of the it (which consist of basic shapes in which you can manipulate them as basic shapes).
NOTE: You know you are inside a group or a drawing object because it will show Scene 1 [object name] in the Selection bar. If you have multiple objects on the stage, you will see the other object(s) dimmed.
To get out of a group or drawing object, double-click again outside the object bounding box or click on Scene 1 or the arrow next to it in the Selection bar.
Once you are familiar with shapes and drawing objects, you will want to graduate to using symbols. Symbols are useful when you intent to use an object more than once.
Like groups or drawing objects, you can double-click on a symbol to get inside of the symbol (which consist of drawing objects or shapes)
NOTE: You know you are inside a symbol because it will show Scene 1 [symbol name] in the Selection bar. If you have multiple objects (including symbols) on the stage, you will see the other object(s) dimmed. Unlike drawing objects, you have an additional panel to contend with – the Timeline. You may see the layers in the timeline change reflecting the symbol timeline. The rule is as follow:
Every symbol has its own timeline independent of the main timeline (even though it may share the main timeline interface). Unlike shapes, groups and drawing objects, symbols get saved to the Library. If you delete all of the elements from the stage, only the symbols are perserved in the Library. Also, symbols appear ABOVE primitve primitve shapes. However, if you break a symbol apart (CTRL+B), it will be moved to the bottom of the stacking order of objects on the stage.
Now that we have discussed shapes, groups, drawing objects and symbols, there are four ways to keep shapes from interacting with one another:
Once you are familiar with shapes, groups, drawing objects and symbols, you will want to graduate to using components. The good news is that you typically don't have to build components yourself. Flash comes with many useful components and you can download many others from the web. You simply drag them from the Component panel in much the same way as you drag a symbol instance from the library. The advantage of components is that you can easily set their properties in the Component Inspector panel or the Property panel. They are useful when you want to create applications (discussed next).
Once you are familiar with all of the objects previously mentioned, you will want to graduate to creating a complete application using all of the objects together. This usually requires a more advanced knowledge of ActionScripting which is beyond the scope of this tutorial.
Janice,
Yes, a movieclip has its own timeline INDEPENDENT of the main timeline. However, what confuses beginner users it that it SHARES the main timeline interface. So when you create a movieclip it is ACTUALLY created on its OWN timeline but you SEE it on the main timeline.
You can tell that you are in a movie clip timeline when you double-click on it, because you will see that the other objects goes dimmed and there is a path listed below the timeline. Also, note the layers are different from the main timeline layers.
As far as a graphic symbols, its has its own timeline as well; however, unlike movieclips it OPERATES INDEPENDENT of the main timeline. What that means in layman's term it that if you create a graphic symbol with 10 frames, you will need 10 frames on the main timeline to "see" all of it. So graphics symbols "lock sync" itself to the frames in the main timeline. Unlike, movieclips (and buttons), even though you have multiple frames in the movieclip timeline, it only require ONE frame to play ON the main timeline."
This may sound confusing but once you become proficient in Flash you don't even think about it-- It will become second nature to you.
Best regards,
Cornelius