While I know what the factory pattern does, I can't exactly grasp what you propose ::- D
Axonn. Bjorn Schultheiss-2 wrote: > > Using swc's for your assets is great because it it also makes compiling a > lot quicker. > > With organisation i would suggest a few more categories. > > - assets > - component (eg. spaceship) logic > - component factories. > - main > - main factories > - main logic > > these separate swcs/swfs make your compiling time even quicker. > The factories are basically used to instantiate everything your main game > will require. > > > Bjorn > > --- In flexcoders@yahoogroups.com, Axonn <theax...@...> wrote: >> >> >> Hi Doobie! >> >> You said: >> >You might want to organize things differently. Assuming that Game.as is >> >your main class that you compile for the game, you may not want to >> >compile this with Flash if you're trying to use Flex Builder. >> >> >The way I organize is to break down my stuff into 2 categories - the >> >main game, and the objects/assets used by the game. >> >> Since yesterday, I guess I found a bit of balance! I found a thread on >> the >> FlashDevelop forum which goes something like this (I'm just telling you >> the >> main idea): You have Game.swc. You then do this: >> >> public class Game_New extends Game >> { >> public function Game_New() >> { >> super(); >> trace('And here, I can add my component-related code for >> Game.swc'); >> } >> } >> >> So as you can see, this way we can modularize code PER-COMPONENT. This is >> the perfect way for me: I can code stuff for each component without >> actually >> going into Flash. I can modularize my component-related code for each SWC >> and I also can have the main compiled class contain the "main" logic. >> >> You said: >> >There is no way you'll build a game >> >even in the Flash IDE without grouping your art into some form of >> >Movieclip or Sprite. >> >> I've been doing computer programming for 11 years now (C#, C++, VB6, >> PHP), >> so I know what you're saying and I agree completely. I even did >> ActionScript >> quite a lot, but that was 5 years ago and it was AS 1.0, so it's like... >> another lifetime *laugh*. But no, I wasn't even remotely thinking to work >> in >> such a disorganized way! My designer has about 5 years of Flash behind so >> she knows her shit ::- D. But even so, of course I already am >> establishing >> the hierarchical structure of the assets with her. There's no way a good >> project would live without lots of good and planned order!!! For example >> if >> you have "planet", "space ship", "man" and "helmet", there would be no >> way >> in hell I want them lying on the stage for me to stich up together. That >> would be a huge waste of time indeed ::- D. >> >> >> Axonn. >> >> >> ----------------------------------- >> The objects and assets I use are usually pretty simple. I like these as >> SWCs because I can give them a little logic, and maybe a animated >> timeline if need be. Typically if you keep these simple, you'll rarely >> have to touch the code, and just have to update with any art changes. >> >> The main game class, however (what I'm assuming you're calling Game.as), >> is something that you'll update constantly throughout the lifecycle of >> your game. So this is easier to leave as just some code, and don't >> compile into a SWC, just let Flex compile with each build of the game. >> >> You can organize stuff however you like though - you could completely >> ignore what I said, there's no right way to do it. The above just >> happens to be what works for me. >> >> You also talked about your artist not liking having to dig into >> movieclips and symbols in the library. Honestly, they should really >> learn some organization. Movieclips are the basic building blocks for >> interactivity in the Flash IDE. There is no way you'll build a game >> even in the Flash IDE without grouping your art into some form of >> Movieclip or Sprite. >> >> If your artist can only draw on the main stage, it'll end up being your >> job to figure out how to organize things into the movieclips as you need >> them and just do the production work yourself. The downside of this, is >> having to do this production work everytime the art gets updated. I've >> been through this it's not fun. It's easier to do a bit of pre-planning >> surrounding your game and get a dialog going with your artist on how to >> best organize the assets. If you both stick to the plan, they can work >> in Flash independently and just give you an updated SWC every so often >> while you work in Flex Builder, updating the logic surrounding the game. >> >> But like I said - people prefer different stuff - I'm sure once you get >> a little experience with this workflow, you'll have your own opinions. >> ben >> >> Axonn wrote: >> > >> > >> > Hi Doobie and thanks for your answer! >> > >> > I just managed to get my first SWC into Flex ::- D. *rejoices*. >> However, I >> > can't do anything with it ::- (... I have this "Game.swc". In CS3, I >> set >> > "Game.as" to its class. Game.as is in the same folder as Game.swc. >> After >> > importing it in Flex, I modified "Game.as". I added a trace. But >> nothing >> > shows when I run it with Flex ::- ( ... please don't tell me I need to >> > recompile the SWC if I modify the AS. As far as I understood so far >> that's >> > the whole thing when using SWCs, you can code without Flash... so why >> > don't >> > my modifications take place? >> > >> > Axonn. >> > >> > doobiekeebler wrote: >> > > >> > > Hey, so I've been making some games in Flex Builder myself. Basically >> I >> > > got fed up with the Actionscript editor in Flash a few years ago, and >> > > then switched to Flash Develop. Flash Develop is a really great (and >> > > free) tool. >> > > >> > > However, I ditched that once I got Flex Builder, because as much as I >> > > loved Flash Develop, Flex worked a lot better for me. I still use >> Flash >> > > Develop if I have to compile in the Flash IDE. >> > > >> > > Anyway, the others are right, Flex and Flash are all Flash. The >> reason >> > > to use the Flex framework is to get some great UI components, and a >> > > great framework to develop a rich internet application in. >> > > >> > > I use Flex all the time, though that said, I stay clear of it for >> games >> > > since typically the framework is overkill in the "application" >> > > department for what I need. >> > > >> > > Flex Builder, though, is VERY handy for making games. Specifically >> your >> > > example with the rectangles - there are two ways to do this. >> > > The first is like what you said and to make a SWF. You can simply >> embed >> > > the SWF using the embed metatag. I'm going to completely butcher it, >> > > but it's something like this: >> > > >> > > [Embed( file='myswf.swf', symbol='myrectangle')] >> > > public var myrectangle:Class >> > > >> > > You can do this with pngs, gifs, jpgs, or swfs. Its simply just >> another >> > > graphical resource to use. It's a little wacky though because you >> have >> > > to assign type it as a class first, and then you can say: >> > > >> > > var x:myrectange = new myrectangle(); >> > > >> > > Typically I tend not to do this. My method of choice is to compile a >> > SWC. >> > > If you embed a SWF in the above fashion, you will lose any and all >> code >> > > associated with it. That means if you have any frame labels, any, >> > > stops, any gotoAndPlay's in there, it's lost. >> > > >> > > If you use a SWC you can use it just for graphics, or you can make >> your >> > > graphics smarter with some code. Just go to the file properties and >> add >> > > the SWC into the library. >> > > >> > > In this fashion, you now have code completion, and dont have to worry >> > > about embedding as the library is linked to the project. >> > > >> > > All you have to do is make sure that your rectangle has AS3 export >> > > linkage assigned in the symbol properties in the Flash IDE, and then >> > > just export the SWC. Once in Flex Builder, you don't import anything >> > > (as its all in the local namepsace), and just do new myrectangle(); >> > > >> > > Hope that helps. SWCs are great stuff. >> > > ben >> > > >> > > >> > > Axonn wrote: >> > >> >> > >> >> > >> Hm, I think I didn't ask the right question, because somebody told >> me >> > >> that it >> > >> *is* possible. >> > >> >> > >> What I want is this: >> > >> >> > >> - Create a FLA file in Flash. >> > >> - Draw 2 rectangles. >> > >> - Create an AS file in Flex 3. >> > >> - Attach it to the Flash. >> > >> - Export as SWF. >> > >> - Continue development in Flex 3. When hit "debug", my >> > Flash-created SWF >> > >> starts but the debug code is attached to Flex 3, because I am in >> Flex >> > >> 3. But >> > >> you know Flex 3 creates that default SWF. I don't want that. I want >> to >> > >> use >> > >> the Flash SWF, which *DOES* have my AS class from Flex in it. >> > >> - DO modifications to the AS but DON'T START FLASH AGAIN until I >> > need to >> > >> modify graphics and such. >> > >> >> > >> Axonn. >> > >> >> > >> That is correct. Flex can only debug code in flex itself. >> > >> >> > >> I did see a book at barnes and noble last week that dealt with games >> in >> > >> Flex (but I forgot the name of it). >> > >> >> > >> -- >> > >> View this message in context: >> > >> >> > >> http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22766233.html >> >> > >> <http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22766233.html> >> >> > >> > >> >> > >> <http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22766233.html >> >> > >> <http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22766233.html>> >> > >> Sent from the FlexCoders mailing list archive at Nabble.com. >> > >> >> > >> >> > > >> > > >> > >> > -- >> > View this message in context: >> > >> http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22771991.html >> >> > >> <http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22771991.html> >> > Sent from the FlexCoders mailing list archive at Nabble.com. >> > >> > >> >> >> >> -- >> View this message in context: >> http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22795476.html >> Sent from the FlexCoders mailing list archive at Nabble.com. >> > > > > -- View this message in context: http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22800757.html Sent from the FlexCoders mailing list archive at Nabble.com.