Converting Existing Graphics into Symbols
As mentioned earlier, the Flash Library holds imported assets, such as the bitmaps you just imported, and symbols. Symbols are just reusable graphics with special built-in capabilities. In this task, you'll convert a couple of graphics on the stage to a symbol, to take advantage of the symbol's special capabilities when you begin scripting the movie in the next lesson.
1. | Click Frame 47 of the button layer. Choose Edit > Deselect All. Holding down the Shift key, click to select each of the two triangle shapes that make up the arrow button . |
Although the shapes might look like a button, right now, as far as Flash is concerned, they're just a pair of vector shapes.

2. | Choose Modify > Ungroup . |
Flash automatically groups all vector graphics imported from Freehand. In the next lesson, you'll need to edit the triangles, and it will be easier if they are not grouped. Notice that their appearance changes after you choose this option; rather than being surrounded by a blue bounding box, they have a crosshatch pattern on them, indicating that they're selected.

3. | Choose Modify > Convert to Symbol. In the Convert to Symbol dialog, name the button next , and choose Button as its Behavior. Click OK . |



4. | Click Frame 67 of the button layer . |
The two blue bounding boxes surrounding each of the two triangles indicate that once again, these are a pair of vector graphics, and not a button at all. You already have a button for these in the Library; what's needed here is a new instance of that button.[View full size image]

5. | Choose Edit > Deselect All. Hold down the Shift key and select each of the two triangles, and then press Delete . |
Don't delete the word "Restart"!You don't need these triangles any more, because you're about to replace them with a button symbol instance.

6. | With the Library open (Window > Library), press and drag an instance of the next button out of the Library, and release it on the stage. Use the Arrow tool to position it beside the word Restart . |
Creating an instance is a matter of dragging and dropping from the Library. When you complete this step, the movie has two instances of the next button, one in the second screen and one in the third. Although each button has a different label (one says "Next" and the other says "Restart"), both are linked to the parent symbol. Thus, if you update the parent symboland you will in the next lessonyou'll update both instances at the same time.

7. | Save the file . |
You've reached the end of the lesson. You might be surprised that you've spent an hour and a half or so in Flash and still haven't created any animation or interactivity. The ability to create animation or interactivity is dependent on placing the elements in an appropriate architecture: the timeline, layers, keyframes, the Library, and so on. You've done all that in this lesson, and you're finally ready to turn to the fun parts of Flash: animation and interactivity.