Animate returns you to the main timeline of your FLA file. To create an instance of the button you created on the Stage , drag the button symbol from the Library panel to the Stage. By default, Animate keeps button symbols disabled as you create them. Select and then enable a button to see it respond to mouse events. Best practice is to disable buttons as you work and enable them to quickly test their behavior.
To select a button, use the Selection tool to drag a selection rectangle around the button. This command acts as a toggle between the two states. To edit a button, use the Property inspector.
This method is the only way to test movie clip buttons. To test the button in the Library Preview panel, select the button in the Library and click Play.
TechNote: Adding actions to shared buttons Adobe. TechNote: How to create a new button Adobe. TechNote: Creating advanced buttons Adobe. TechNote: How can one button do different things at different times? Legal Notices Online Privacy Policy. User Guide Cancel. Basic steps for creating buttons. Decide what button type best suits your needs. Define your button states. Up frame. The appearance of the button when the user is not interacting with it. Support for Adobe Flash ends in December After that time, it will no longer be possible to use Flash.
Log in Social login does not work in incognito and private browsers. Please log in with your username or email to continue. No account yet? Create an account. Edit this Article. We use cookies to make wikiHow great. By using our site, you agree to our cookie policy. Cookie Settings. Learn why people trust wikiHow. Download Article Explore this Article parts. Related Articles. Part 1. Open Actionscript 2. There are two versions of Adobe Actionscript: Actionscript 2.
Version 3. For this tutorial, make sure you are using an Adobe Flash Actionscript 2. Open or create a new Actionscript 2. Insert a button. In Adobe Flash, buttons are quickly created with the button symbol function. Part 2. Define the up frame. Your button has four distinct states: up frame, over frame, down frame, and hit frame.
These states are visible in the timeline. Examples How to use this example. This example demonstrates how to create and style buttons dynamically. Add Button to the library. Save this code as ButtonExample. Language Reference only. Button Creates a new Button component instance. Dispatched when a display object is added to the display list. Dispatched when a display object is added to the on stage display list, either directly or through the addition of a sub tree in which the display object is contained.
Dispatched when the user presses the Button component. Dispatched when the value of the selected property of a toggle Button component changes.
Dispatched when the user selects 'Clear' or 'Delete' from the text context menu. Dispatched after the toggle button receives input from a mouse device or from the spacebar.
Dispatched when a user gesture triggers the context menu associated with this interactive object in an AIR application. Dispatched when the user activates the platform-specific accelerator key combination for a copy operation or selects 'Copy' from the text context menu.
Dispatched when the user activates the platform-specific accelerator key combination for a cut operation or selects 'Cut' from the text context menu. Dispatched when a user presses and releases the main button of a pointing device twice in rapid succession over the same InteractiveObject when that object's doubleClickEnabled flag is set to true.
Dispatched when the user creates a point of contact along the edge of the touch surface with an InteractiveObject instance, such as tapping along the edge of the touch surface on Siri Remote for Apple TV Some devices might also interpret this contact as a combination of several touch events, as well.
Dispatched when the user presses two points of contact over the same InteractiveObject instance on a touch-enabled device such as presses and releases two fingers over a display object on a mobile phone or tablet with a touch screen. Dispatched when the user moves a point of contact over the InteractiveObject instance on a touch-enabled device such as moving a finger from left to right over a display object on a mobile phone or tablet with a touch screen.
Dispatched when the user performs a rotation gesture at a point of contact with an InteractiveObject instance such as touching two fingers and rotating them over a display object on a mobile phone or tablet with a touch screen.
Dispatched when the user performs a swipe gesture at a point of contact with an InteractiveObject instance such as touching three fingers to a screen and then moving them in parallel over a display object on a mobile phone or tablet with a touch screen.
Dispatched when the user creates a point of contact with an InteractiveObject instance, then taps on a touch-enabled device such as placing several fingers over a display object to open a menu and then taps one finger to select a menu item on a mobile phone or tablet with a touch screen. Dispatched when the user performs a zoom gesture at a point of contact with an InteractiveObject instance such as touching two fingers to a screen and then quickly spreading the fingers apart over a display object on a mobile phone or tablet with a touch screen.
Dispatched after the component visibility changes from visible to invisible. This event is dispatched to any client app that supports inline input with an IME. Dispatched when the user attempts to change focus by using keyboard navigation. Dispatched when a user presses and releases the middle button of the user's pointing device over the same InteractiveObject.
Dispatched when a user presses the middle pointing device button over an InteractiveObject instance. Dispatched when a user releases the pointing device button over an InteractiveObject instance. Dispatched when a user presses the pointing device button over an InteractiveObject instance.
Dispatched when the user attempts to change focus by using a pointer device. Dispatched when a user moves the pointing device while it is over an InteractiveObject. Dispatched when the user moves a pointing device away from an InteractiveObject instance.
Dispatched when the user moves a pointing device over an InteractiveObject instance. Dispatched when a mouse wheel is spun over an InteractiveObject instance. Dispatched by the drag initiator InteractiveObject when the user releases the drag gesture. Dispatched by the target InteractiveObject when a dragged object is dropped on it and the drop has been accepted with a call to DragManager. Dispatched by an InteractiveObject when a drag gesture enters its boundary. Dispatched by an InteractiveObject when a drag gesture leaves its boundary.
Dispatched by an InteractiveObject continually while a drag gesture remains within its boundary. Dispatched at the beginning of a drag operation by the InteractiveObject that is specified as the drag initiator in the DragManager. Dispatched during a drag operation by the InteractiveObject that is specified as the drag initiator in the DragManager.
Dispatched when the user activates the platform-specific accelerator key combination for a paste operation or selects 'Paste' from the text context menu. Dispatched when the user lowers an active stylus past the proximity detection threshold of the screen. Dispatched when the user lifts an active stylus above the proximity detection threshold of the screen. Dispatched when the user moves an active stylus over the screen while remaining within the proximity detection threshold.
Legal Notices Online Privacy Policy. How to create buttons with Adobe Animate Search. Create a basic button. In the Symbol Properties dialog box, enter a name for the new button symbol and choose Button as the Behavior option. Click OK. Flash switches to symbol-editing mode. The first frame, Up, is a blank keyframe.
To create the Up state button image, use the drawing tools, import a graphic, or place an instance of another symbol on the Stage. You can use either a movie clip or graphic symbol in a button. However you cannot use another button in a button. Use movie clip symbols if you want to create an animated button. The button image from the first frame appears on the Stage. Change the button image for the Over state. Repeat steps 4 and 5 for the Down frame and the Hit frame.
Note: The Hit frame is not visible on the Stage on playback, but it defines the area of the button that responds when clicked. Make sure that the Hit frame graphic is a solid area large enough to encompass all the graphic elements of the Up, Down, and Over frames. It can also be larger than the visible button. If you do not specify a hit frame, the objects in the Up state are used as the hit frame.
Locate the button in the Library window and then drag the button symbol out of the Library onto the Stage.
0コメント