Requirements
You do not have to follow this tutorial step by step, but you MUST:- Have separate named layers for every image (i.e. a separate layer for the background, middleground, and foreground elements like a car or a bird or a spaceship
- You must convert your images into graphics or movie clips—while graphics will work with this project, by converting your images to movie clips, you can talk to them with Actionscript
- You must have a least 1 motion tween
- You must include at least 1 motion guide
- You must include at least 1 sound
- You must include at least 1 button
- Open Flash by clicking on the icon on the dock

- Create a new document. Make sure it is Actionscript 2

- Select the Rectangle tool (R).

- For Stroke Color select None from the fly-out menu
- Click on the fill Color and then open the Color Mixer (Window—>Color).
Select a blue linear gradient.

- Click the top right corner of Color Mixer and add swatch.

- With the rectangle tool still selected, click on the Stage and drag diagonally to create a rectangle.

- Select the Transform tool (FQ) and rotate rectangle 90°
- Click on your shape, move your mouse near a corner handle, wait until you see a curve, then drag to rotate the symbol so that the gradient is horizontal.
- Select the Selection Tool(V), double click on your shape and then convert image to a symbol(F8).

- Type Sky in the Name field.
Select Graphic or Movie Clip as the Type.
- Click on OK to store the symbol in the Library.
- Click on the shape on the stage and press the Delete key to remove it from the Stage.
- To create a tree, select the pencil tool (Y) and then select Ink Mode. This option has the line follow your drawing.

- Click on the Stroke color box and select brown as the stroke color.
- Click on the Fill color box and select brown as the fill color.
- Draw the tree trunk (remember to close the shape)
- Select the Paint Bucket (K) and fill the trunk
- Create the top of the tree with the pencil tool next to the tree trunk
- Fill the outline
- Select the Selection tool and double-click on the top of the tree shape and move the top over the trunk

- Use the Subselection tool(A) to make adjustments and the Selection tool(V) to delete pieces to edit your trunk or top

- When your satisfied with the adjustments, select the Selection tool (V) and drag a box around the shape. Convert to a symbol (F8), make it a graphic or movie clip.
- You are going to create a car or moving object with a movie clip inside it. While it doesn't have to be this car,
feel free to use this as a guide:
- Start with the wheels
Select Insert>New Symbol. Name it hubcap. Make it a movie clip. - Choose
View —> Grid —>Show Grid
- Choose View —> Snapping —>Snap to Grid from the menu.

- Select the Oval tool (o).
- Click on the Stroke color box and select black as the stroke color.

- Click on the Fill color box and select gray as the fill color.

- Click in the upper corner of a square and drag diagonally to draw a circle.

- Draw lines across the vertical, horizontal and diagonal axis
- Switch to the Selection tool and Shift+click on the extra pieces. Then press delete:

- Insert a new symbol(+F8), make it a movie clip, name it tire
- You sould be in the tire clip. Drag the hubcap from the library to frame 1 of layer 1.
-
- Create a keyframe in frame 15-click on frame 15 and press F6
- Right+click or CTRL+click on any frame on that layer and and create a Motion Tween

- Create a keyframe in frame 15-click on frame 15 and press F6
- In properties window select CW rotation and 1 time.
- Create a new symbol, make it a movie clip and name it car.
-
Draw two wheels.

-
To draw the chassis
you can use the Line tool which draws straight lines.
Don't forget to set the stroke line size. 3 is a good number.

-
Select the car. Select the Paint Bucket (K) tool and Select a color to fill the car.
You might need to select close gaps to fill this

- Add the hubcaps
by selecting the Selection tool. Move to the Library panel. Choose
Window —> Library from
the menu if the Library is not open (+L). Click on the icon next to tire and drag a copy of
tire with hubcap to the center of one wheel. Repeat for the second wheel. Use the arrow keys to adjust the
location of the hubcaps. Your car should look like the one shown here:

- Start with the wheels
- Draw some buildings (each building can be a clip if you want to reuse it)

- You need to rename the current layer.
- Double-click in the layer name area of the Timeline.

Type "Buildings"
- Double-click in the layer name area of the Timeline.
- Create a new layer. Choose Insert —> Layer from the menu to create a
new layer above the active layer. Or click on the layer icon.

- Name this layer sky. Double-click in the layer name area of the Timeline and type Sky to name the layer.
- Make sure Sky is the active layer. Move to the Library panel.
If the Library panel is not open, choose Window —> Library from the menu or press +L to open the Library.
Click on the icon next to Sky and drag a copy of Sky onto the Stage.
- Use the properities window to resize- If you haven't changed the defaults: 550 x 400 and set at 0,0 or grab the handles of the symbol and drag.
- You want to place the sky behind the buildings.
Click on the Sky layer on the Timeline.
Drag the Sky layer downward to place it below the Building layer.

- Create a new layer and add grass and/or a street

- Add trees by creating a Tree layer, bringing trees in from the library and resizing them

- Keyframes are used to specify changes in the animation.
At the current time, each layer in your movie is only one frame long.
You want your movie to last 20 frames.
Inserting a key-frame at Frame 20 will cause each layer to remain on the screen until Frame 20.
Click in Frame 20 of the Sky layer and choose Insert —> Keyframe (F5) from the menu.
-
Extend the Buildings and Trees Layers.Click in Frame 20 of each layer and choose Insert —> Keyframe (F5).
- Create a layer at the top. Click the top layer then click Insert—>Layer or the layer icon. Name this layer car.
- Add the car from the library. Resize and place it to the left or right of the image (off stage).
- Click in Frame 20 of the Car layer. Choose Insert —> Keyframe (F6) from the menu.
Click in Frame 1 of the Car layer. Move the car to the right or left of the Stage.
- Make sure Frame 1 is still selected. Choose Insert —> Create Motion Tween from the menu or CTRL click on the layer in the timeline.
- Choose Control —> Rewind (+OPTION+R) from the menu to rewind the movie.
- Choose Control —>Play (RETURN) from the menu to play the movie. Your car should move across the Stage.
- Now add some sound. Flash can use .wav files which in general can be found in demos_and_samples or create your own with Audacity. Choose File —> Import from the menu, then Import to Library.
Find and select your sound. It
will appear in the Library.

- Click on the top layer to make the top layer the active layer.
Insert a new layer.
The new layer should appear at the top of the stack as the active layer.
- Double-click and rename the layer Sound or choose Modify —>Layer from the menu and type Sound in the Name field.
- Click in the frame where you want your sound to begin on the Sound layer.
- Choose Insert —> Keyframe (F6) from the menu to make a keyframe where you want your sound to begin.
- Open the properties window. Choose your sound file from the drop-down menu in the Sound field.
Choose Event from the drop-down menu in the Sync field.

- You need to add a button.
Buttons have four states:Up The appearance of the button when the pointer is not over it. Over The appearance of the button when you place the pointer over it. Down The appearance of the button when you click on it. Hit Defines the area that will respond to a click of the mouse.
You can create your own button or use one from the Common Library (Windows>Common Libraries>Buttons).
Create a new layer and name it button - Drag a button to the stage. Check out classic buttons by clicking on the icon.

or create your own.
If you are making your own:Create a new symbol of type button (+F8) and name it button- In the Up Frame, create shape and text layers.
- In the Shape layer, create a shape
- In the text layer, create a text block with the Text tool
- Select static text, select a font and a size
- Type "Start" and
Click anywhere outside the Stage to close the text box (use the Selection tool to adjust the
placement of the text).
- Click in the Over Frame to select it.
Choose Insert —> Keyframe from the menu.
Click on the Fill color box and select a color.
- Click in the Down Frame to select it.
Choose Insert —> Keyframe from the menu.
Click on the Fill color box and select a different color.
- In the Up Frame, create shape and text layers.
- Click on your button, in the Property Inspector name it start

- In Scene 1, insert another new layer.
- Choose Modify —> Layer from the menu and type Actions in the Name field. Click on OK.
- Select frame 1 on the Actions layer choose Actions from the Window menu or click on the arrow on the Property Inspector

- Type:
stop(); start.onRelease=function(){ _root.gotoAndPlay(_root._currentframe+1); } - Select Control—>Test Movie (+RETURN).
When to use a motion tween
For changes in position, rotation, scaling or fading a movie clip. No shapes are allowed to be tweened. Groups and text boxes as well as bitmaps (not broken apart) can be motion tweened. One object per layer is mandatory (You can use the menu item Modify> Timeline > Distribute to Layers to take all selected objects and put them onto their own layers instantly). It is less memory intensive than frame-by-frame animation. It keeps the file size low and calculates faster so the animation plays back better. It is best used with reoccurring instances in a series of key frames.Shape Tween
Each key frame contains a different shape or shapes. This is the only Flash tween that can have more than one object in each key frame. A shape tween is applied to the first key frame similar to the technique for applying a motion tween. You could also refer to the shape tween as SHAPE MORPH. This is best for creating changes in the actual shape of an object such as facial expressions of the mouth.This method morphs one or multiple shapes. It is an inefficient method of tweening,is processor intensive and creates a larger file size since it does not rely on instanced symbols. HINT: Use in conjunction with shape hints to control the way an object morphs into another (Modify> Shape> Add Shape Hint) You cannot shape tween instances or grouped objects. Text boxes cannot be shape tweened. Broken apart text can be shape tweened. Bitmaps cannot be shape tweened.
differences