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Defining components

From: Flash Catalyst CS5 Essential Training

Video: Defining components

Once we've brought our artwork into Flash Catalyst, we're ready for the next step to define components to start adding interactivity to our project. A component is a specific element that adds a certain type of functionality to your project. For example, take a button. That's something that a user would interact with, and when they click on it, it does something. A button is pretty much always a button. However with Flash Catalyst, we can actually design that button to look like anything. To help us do that, there is a user interface element inside of Flash Catalyst called a Heads-Up Display or HUD for short.

Defining components

Once we've brought our artwork into Flash Catalyst, we're ready for the next step to define components to start adding interactivity to our project. A component is a specific element that adds a certain type of functionality to your project. For example, take a button. That's something that a user would interact with, and when they click on it, it does something. A button is pretty much always a button. However with Flash Catalyst, we can actually design that button to look like anything. To help us do that, there is a user interface element inside of Flash Catalyst called a Heads-Up Display or HUD for short.

This is an element that will appear when you make some kind of a selection. For example, let's take a look at the three bottles that appear here inside of the application. In order for a user to play the game, we want them to run their mouse over these bottles and choose one of these bottles. To make it easy to understand that a user should interact with these elements, we can create effects like rollovers. But first, we'll need to turn these elements into components. Now there are two ways to select elements inside of Flash Catalyst. There is the traditional way, using your Selection tool to click on artwork directly on the artboard.

I'll click off of it to deselect it, or I can go to the Layers panel. Notice by the way that all the layers that I created inside of Illustrator have translated perfectly here inside of Flash Catalyst. I'll click on the triangle here to reveal the contents inside of the Bottles layer. And if I want to select the Rosemary bottle, I can just click on it here inside of the Layers panel. That automatically selects it on the artboard. Now, notice that when this element is selected, the HUD appears. It's telling me that right now, I have the Rosemary group selected and it's offering me the option to perform two different tasks.

I can either convert that artwork to a component or I can optimize that artwork. In this case, we want to turn that bottle into a component. Specifically we want to create a Button component. This will allow us to add specific functionality to that element. So I'll choose Button and now Flash Catalyst has automatically converted that artwork into a Button. Let's do the same for the other two bottles. I'll come to the Layers panel, I'll click on Mandarin Orange, and I'll convert that to a Button.

Finally I'll select the Jalapeno artwork and convert that to Button as well. Notice that in the Layers panel, each of these bottles, which was made up of various elements of artwork, has been converted to a single button element. Let's click on the top button here, which was the Rosemary bottle. What I'd like to do is actually edit the appearance of that button. I'd like to make it so that when a user mouses over that bottle, something happens or something changes to indicate that that person can click on it. Notice that the HUD now tells me I have a Button selected and I can choose to edit various elements of that button.

These are the Up state, the Over state, the Down state and the Disabled state. Since I want to change the way the artwork looks when somebody mouses over it, I'm going to edit the Over state. So I'll click on the Over button inside of the Heads-Up Display. Notice that now the artwork that I've created here for the bottle has been isolated on my artboard. This is just like using the Isolation mode inside of Illustrator, where everything else is grayed out and instantly locked so that I can focus on just the artwork here at hand. At the top of my screen, I have the Pages or States panel.

Since I'm working with a button here, I have four states, the Up, Over, Down, and Disabled state, and currently the Over state is highlighted. That means that any change that I make to the artwork right now is the way this button is going to appear when I run my mouse over it. If I look at my Layers panel, I see that everything else was hidden, and I can now see the individual art elements inside of the Rosemary bottle. Remember that I created those text labels inside of Illustrator. I'd like to make it so that when somebody mouses over the bottle, the Text appears identifying the flavor.

So next to the Text layer here, I'll click to reveal that layer. Just so that you can see what I've done, when I'm in the Up state of my button that label is not visible, but when you're in the Over state of that button, that label is visible. Next, I'd like to add some kind of a glow around the bottle itself. So I'll select the bottle by clicking on it in the Layers panel and then here in the Properties panel, I'll scroll down towards the bottom where it says Filters and I'll add a Glow filter. For the color, I'll choose black, and on my screen, you can see exactly how that's going to look. Great! So what I've done just now is I've specified a different Over state for my button.

I'd like to exit this editing mode. So I'll simply double-click anywhere else on my artboard to return back to our regular view. Now let's do the same thing for the other two flavors. I'll click on the Next button in the Layers panel to select it. In the HUD, I'll click on the Over button to modify that state. In the Layers panel, I'll choose to reveal that Text layer, and I'll select the Bottle and specify a Glow filter changing its color to black. When I'm done, I'll simply double-click to exit the Editing Mode and I'll work on the final bottle: Select it, modify the Over state, reveal the Text layer, select the bottle and specify the Glow.

Another way to exit the Editing Mode would be to look at the elements over here, which are called breadcrumbs. This identifies exactly where I am inside of my project, and by clicking on olive_game, I return to the top part of my project. So with a few clicks of the mouse, I was able to add interactivity to my project. Let's see how that actually works. To do that, we're going to test our project. I'll go to the File menu, and I'll choose Run Project. The keyboard shortcut for that is Ctrl+ Enter on Windows or Command+Enter on Macintosh.

This will build the game, and now open up my web browser so that I can interact with it and see exactly how others would use it. Notice that now when I run my mouse over the bottles, they glow and the label underneath the bottom identifies which flavor it is. So you can already see how easy it is to use Flash Catalyst, let's go back to the Flash Catalyst application and I'll choose File > Save As and I'll save this as olive_game2 to save our progress here and I'll choose Save. With the buttons done, we're already well on our way to create our interactive game widget.

In the next movie, we'll extend the functionality by adding pages to our widget.

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This video is part of

Image for Flash Catalyst CS5 Essential Training
Flash Catalyst CS5 Essential Training

66 video lessons · 19564 viewers

Mordy Golding
Author

 
Expand all | Collapse all
  1. 9m 24s
    1. Welcome
      1m 29s
    2. Key concepts
      4m 33s
    3. When should I use Flash Catalyst?
      2m 51s
    4. Using the exercise files
      31s
  2. 33m 12s
    1. Creating a new project
      5m 14s
    2. Defining components
      6m 26s
    3. Adding pages
      5m 41s
    4. Adding interaction
      6m 20s
    5. Adding transitions
      7m 12s
    6. Publishing options
      2m 19s
  3. 21m 37s
    1. Planning your project
      8m 11s
    2. Starting your project in Illustrator
      4m 9s
    3. Starting your project in Photoshop
      4m 22s
    4. Starting your project in Fireworks
      3m 10s
    5. Starting your project in Flash Catalyst
      1m 45s
  4. 30m 55s
    1. Understanding components
      5m 14s
    2. Creating a button component
      7m 10s
    3. Creating a checkbox component
      3m 55s
    4. Creating a radio button component
      5m 10s
    5. Creating a toggle button component
      2m 4s
    6. Creating a text input component
      1m 35s
    7. Creating horizontal and vertical slider components
      2m 46s
    8. Creating horizontal and vertical scrollbar components
      3m 1s
  5. 31m 55s
    1. Using the drawing and selection tools
      5m 52s
    2. Setting object properties
      4m 48s
    3. Importing artwork
      2m 27s
    4. Editing artwork in Illustrator
      6m 29s
    5. Editing artwork in Photoshop
      4m 27s
    6. Working with text
      3m 39s
    7. Optimizing artwork
      4m 13s
  6. 28m 56s
    1. Understanding pages and layers
      9m 50s
    2. Editing pages and states
      7m 24s
    3. Using grids, guides, and rulers
      1m 40s
    4. Aligning and arranging objects
      2m 27s
    5. Moving elements between pages and states
      4m 33s
    6. Using the Library panel
      3m 2s
  7. 54m 43s
    1. Understanding interaction types
      8m 24s
    2. Creating conditional interactions
      3m 6s
    3. Understanding the timeline
      7m 40s
    4. Creating smooth transitions
      7m 44s
    5. Defining Move transitions
      3m 33s
    6. Defining Resize transitions
      3m 53s
    7. Defining Rotate transitions
      2m 53s
    8. Defining Rotate 3D transitions
      3m 35s
    9. Adjusting basic timing
      5m 57s
    10. Creating an action sequence
      7m 58s
  8. 18m 11s
    1. Creating Flash video files
      3m 32s
    2. Placing video into a project
      3m 51s
    3. Controlling video playback
      3m 51s
    4. Adding sound effects
      3m 17s
    5. Integrating Flash content
      3m 40s
  9. 25m 53s
    1. Using a Data List to define repeating elements
      4m 11s
    2. Creating a basic Data List pt. 1: Building the components
      5m 31s
    3. Creating a basic Data List pt. 2: Adding the data
      3m 8s
    4. Planning a complex Data List
      1m 57s
    5. Creating a complex Data List pt. 1: Building the components
      6m 33s
    6. Creating a complex Data List pt. 2: Adding the data
      4m 33s
  10. 12m 14s
    1. Publishing an SWF file to view locally or offline
      2m 30s
    2. Publishing an SWF files to upload to the web
      2m 35s
    3. Integrating an SWF file into a web page with Dreamweaver
      2m 25s
    4. Integrating an SWF file into a web page with an HTML text editor
      2m 48s
    5. Publishing an Adobe AIR file
      1m 56s
  11. 7m 52s
    1. Creating custom components
      4m 27s
    2. Working with Library Packages
      1m 47s
    3. Using the Code view in Flash Catalyst
      1m 38s
  12. 22s
    1. Goodbye
      22s

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