Creating Shape-Changing Button Symbols
Chapter 14
Figure 14.10 Name your button symbol and choose
Button as the symbol type in the Create New Symbol
Figure 14.11 With the Over, Down, and Hit frames of a
button symbol selected, Control-click (Mac) or right-
click (Windows) to access the contextual menu and
choose Convert to Blank Keyframes. Flash adds blank
keyframes to all the selected frames.
Creating Shape-Changing
Button Symbols
Button graphics can emulate real-world
switches or toggles. In a game, you can dis-
guise buttons as part of the scenery—making
the blinking eye of a character a button, for
example. When the Up, Over, and Down key-
frames of your button symbol contain graphics
of di erent shapes and sizes, however, you
need to create a graphic for the Hit state that
covers all of the other states.
To create Up, Over, and Down states
with various graphics:
Open a Flash document and choose
Insert > New Symbol.
e Create New Symbol dialog appears.
Enter a name in the Name  eld (for
example, AnimatedBtn), choose Button
in the Type section, and click OK
(Figure 14.10).
Flash creates a new symbol in the Library
panel and returns you to the Timeline and
Stage in symbol-editing mode.
In the Timeline, select the Over, Down,
and Hit frames.
Control-click (Mac) or right-click (Windows)
the selected frames and choose Convert
to Blank Keyframes from the menu
(Figure 14.11).
With the Up keyframe selected in the
Timeline, on the Stage, create a new
graphic, or place an instance of the
graphic symbol that you want to use for
the buttons Up state.
Repeat step 6 for the Over and Down
For this task, use graphics that have
di erent shapes—a circle, a star, and a
double-headed arrow, for example.
Creating Shape-Changing Button Symbols
Building Buttons for Interactivity
To create the Hit state for graphics of
various shapes:
Using the  le you created in the
preceding task, in the Timeline, select
the Hit keyframe.
To create the graphic that de nes
the buttons active area, do either of
the following: