Game Development Reference
4. If your cat object was anything like mine, it was probably too big or too small in comparison
with the other objects on the stage. To scale the cat proportionately without distorting it,
select the Free Transform tool and drag the corner handles while holding down the Shift key on
the keyboard. Figure 2-43 shows how I scaled my cat. Reposition your cat on the stage when
it's the right size.
Figure 2-43. Scale the cat instance with the
Free Transform tool.
5. The last step is to give the cat an instance name. Instance names allow you to easily identify
and target objects with AS3.0 code. Instance names are usually written using lowerCamelCase,
so you can tell them apart from the symbol or class that they are derived from. Make sure that
the cat instance is still selected, and in the Properties panel , type the name cat in the Instance
name box. Figure 2-44 shows an example of this.
Figure 2-44. Create an instance name in the Properties
panel (be sure to use lowerCamelCase).
Adding some more pages
The interactive storybook will be very short—only three pages long. Because it's nonlinear, the pages
don't have to be sequential. For my storybook, I decided to give readers the choice of guiding the cat
character up the hill to the left or into the pond on the right. That means you'll need to create two
more Movie Clip symbols: DehhL]ca and Lkj`L]ca. Then you need to drag instances of the ?]p symbol
into both of these new pages. Make sure to assign the instance name cat in the Properties panel each
time you do this. Each new cat instance you drag onto a scene is a new and separate object, so it
needs its own name, even if the name is the same for all three.
Use the techniques covered so far in this chapter to create your two new pages. Remember to keep
the top-left corner of your page aligned to the center of the stage (the black crosshairs), and be