Animate
revolves around symbols. Symbols are a very efficient way of building movies,
as a symbol only needs to be loaded once. After it has been loaded, you can
create as many copies - known as instances - as you want to. More importantly,
every instance of a symbol can have properties independently applied to it. You
can adjust the size, orientation, and skew. You can also apply tinting, control
the brightness, adjust the alpha (transparency) level. There are three basic
types of symbols that Animate uses. The Graphic symbol, the Movie symbol and
the Button symbol.
Graphic
symbols are just a drawing converted into a symbol. The drawing can be as
simple or complex as you desire, and can even contain other symbols as part of
it. These tend to be vector based, but it is possible to use bitmaps for
graphics. Flash used a very compact binary format for vector images making them
take significantly less space than bitmaps in many cases. Animates’ HTML5
exporting converts these vectors into Create.js shapes which take up
significantly more space, especially if you are not letting Animate compress
the images.
A movie
symbol is essentially a movie within the main movie. You have as much control
over an Animate movie symbol as you do over the resulting movie. You are not
limited to having a single level of movie clip as movie symbols can contain
other movies as part of them, which can contain movie symbols within them which
can contain movie symbols within them and so on. While this recursive nature of
movie clips adds a lot of flexibility to creating animations, movie clip
objects are fairly heavy in memory and processing requirements so having too
many nested movie clips can slow things down substantially.
A Button is
simply a special symbol that has special actions associated with it whenever
the mouse is over it or the mouse has been clicked while over it. To be more
precise, a button has 4 frames associated with it. The up frame is simply the
normal appearance of the button. The over frame is how the button looks when the
mouse is over it. The down frame is what the button looks like when the mouse
is over it and the mouse button has been pressed. Finally, the hit frame
defines the over/hit areas.
The hit
frame may seem confusing to people new to Animate. This frame is not actually
seen by the viewer, but is instead used by Animate. How it works is any area in
the hit frame that is solid will react to the mouse being over it while an area
that is not solid will be ignored. While touch users will not get the mouse
over effect, the hit area is used for determining if a touch results in a down
event.
Some of you
may be wondering why you would want or need such a thing? Couldn't you just use
the existing button image? The answer to that is you could, but then the button
would only work if the user had his or her mouse positioned in a solid part of
the image. In some cases, such as with our Play the Game button, we want the
button to react if the mouse is within a block or an area that covers more than
the frames cover. Conversely, you may not want a rectangular region or even the
entire button to be clickable. The hit mask gives you total control over where
the button can be clicked.
As an
example, here is a button that I use for switching a sound from enabled to
disabled. The top right image is the normal image and is what the user will see
normally. The top-middle image is what will be shown to mouse users who move
the mouse pointer over the image. The top-right image is what is shown when the
button is clicked or touched. Finally, the bottom image is the hit map that is
used for determining if the mouse is over the image.
Symbols can
be created in animate simply by drawing something and then selecting the
drawing and choosing the “convert to symbol” option from the right-click menu
or the modify menu from the menu bar. Creating a symbol adds it to the library.
Empty symbols can also be created from within the library, though personally
this is not something I do. The library is a file-folder structure allowing you
to easily arrange your symbols to make finding and working with them much more
efficient. This is especially true when you get to larger projects that contain
hundreds or thousands of objects.
Libraries
also have the benefit of being sharable between projects. Animate makes it easy
to move symbols between different libraries allowing you to create a standard
set of library symbols that can be copied between libraries. There are also
built in tools for converting a selection of library symbols into image atlases
or stand alone files which can come in handy for environments where animators
create assets in animate then hand them off to developers who are using pure
JavaScript (or other language for non-HTML projects) for creating the
application.
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