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Building
the Assets: The Library and Naming Conventions
After settling on the
categories and sub-categories, as well as settling on a design, both in
terms of appearance and function, we need to build the assets for the
menu system (well you dont have to in this case, you can just use
the included file.) I use a particular naming convention and a particular
folder convention for my Symbols in the Library. If you use the files
in these examples youll need to be familiar with it. These conventions
are merely my own and are not the "right" way to use the Library
and name your Symbols. Symbol names and Library use are entirely up to
you, the producer.
In this case, Id start with what is probably the most obvious element,
the text for each button. I do not have to create 28 different text Symbols
(27 categories + 1 text Symbol for the word menu) because there is some
repetition, such as web and training. Nonetheless,
a number of different text Symbols are required. To manage Symbols, I
create a appropriate folders in the Library. In this case, Ive created
a folder called menu, and a subfolder called text. Furthermore, in text,
ive create six (6) additional subfolders that replicate the name
of the main categories, preferences, services, column, contact, profile,
and award. To create the Symbols themselves, I use the Text Tool to create
all of my text boxes on the main Stage. When complete, I select them one-by-one
and convert them into Symbols. To name the Symbols, I use the following
convention: static.text.word. For example, the name of the menu text box,
when converted to a Symbol, is static.text.menu.
What is static.text you might ask? I name my Symbols based on their primary
state and content. In this case, the text is not animated, hence the term
static, and because the Symbol consists of a text box, I follow with text.
Finally, I include the text itself, such as menu. The result: static.text.menu.
Its one more way of further organizing Symbols as there can be a lot of
Symbols in Flash movies.
The menu folder with the text subfolder and the subfolders
beneath text.
Note the names of the Symbols.
There are a couple
of additional static Symbols well need to create. Again, when I
say static, I refer to the fact that there is no animation occurring within
the Symbol itself. Ive created an additional subfolder called static.elements
in the menu folder. Well store static Symbols that are not text
based there. Im creating two Symbols, static.arrow (the arrow or
triangle shape used in the movie) and static.block (a square shape without
a stroke to be used in Buttons).
Finally, Im going to create a Symbol called clip.arrow. When a Symbol
name begins with the word clip, it indicates that the contents of they
Symbol are a complete assembly of other Symbols into a self-contained
unit. For example, the entire menu system will be called clip.menu. It
will consist of all the Symbols required to create the menu system. Once
assembled, an Instance of that single Symbol, clip.menu, is placed on
the Timeline or Stage. In this case, clip.arrow consists of four Layers,
with an Instance of static.arrow on each Layer, oriented to the left,
right, down, and up directions.
What is the purpose
of clip.arrow? Well, originally Id planned to use ActionScript to
change the orientation of the arrow with script like:
on (release)
{
arrowClip.gotoAndStop("left");
}
However, as youll
see later in the article, I abandoned this idea for another one. By the
time I abandoned the idea Id already used numerous instances of
clip.arrow whereas I had really to only use static.arrow. Planning in
Flash can be difficult and mistakes made. I could fix the mistake, but
it really doesnt affect the movie in any way.
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