Working with Symbols

Symbols are the very essence of what makes Flash ... well, Flash. You can make anything you draw or import into a symbol. And in almost all cases you should. Here's why. When an object is converted into a symbol, it automatically becomes an item in the Flash document's library. Every Flash document has its own library from which you can drag a symbol to the Stage. When you do, the object on the Stage is now referred to as an instance. No matter how many instances of a symbol reside on the Stage, Flash only needs to load it once. This is how Flash delivers streaming animations while maintaining small file sizes. It's extremely efficient to reuse symbols as many times as possible. You can also apply effects to instances such as Scale, Tint, Alpha, and Brightness, and apply motion tweens in combination with one or more effects.

However, before I get too far ahead of myself, I'll introduce you to symbols and their behaviors.

Create an object—anything, a simple shape will do. Select it (Ctrl+A) and then convert it to a symbol by choosing Modify > Convert to Symbol or pressing the F8 key. This opens the Convert to Symbol dialog box (see Figure 20).

Convert to Symbol dialog box

Figure 20. Convert to Symbol dialog box

In the Convert to Symbol dialog box you can type a name for your symbol, select one of three behaviors, and determine the registration point of your object. The following list explains what each behavior is and what it means:

In this animation tutorial, I recommend using the Graphic behavior. This enables you to scrub the Timeline to see your animation play while inside the Flash authoring environment. Scrubbing refers to moving the playhead back and forth manually to play back the contents of the Timeline. Movie clip symbols do not play beyond Frame 1 of their contents unless you test your Flash movie (Ctrl+Enter) or export your movie as a SWF file.