Hi folks,
I wanted to ask you for your common workflow when progamming new flash projects and managing there graphical assets.
Basically I’m using Flash Develop to program my Flash applications and I’m mostly trying to keep everything OOP as much as possible. I started working with swc-files some months ago, to store my assets there and creating them at runtime. Basically I export all graphic assets like Bitmaps as BitmapData to use them in my main project. I often came up with some struggling concerning many textfields that have to be displayed on a “screen” dynamically. I set the position via coding, but with a lot of textfields for example it is really annoying because it could be also done within the IDE for some parts.
For example:
In my last project I had a Bitmap representing the gamefield. I had a lot of areas that should be clickable. So I started defining all clickable areas with separate shapes on that layer for my “hitarea”. I also wanted some common behaviours for these buttons and I came up with some code that where included in the swc file, but as an external .as file.
Until now, I don’t really came up with a good solution how to position many display objects, that might be already specific classes extended from classes in my common codebase. I’m always fighting with myself: Should I place them in code or in an Movieclip that will be exported.
I also don’t really know how to manage animations. I often have some animations that might be defined with a timeline or by code with several Tween-Classes available in the net. When importing the swc file including my animations I often get some conflicts because my used classes in the SWC are also defined in my global classpath of my project.
So I don’t really need help here, because I think its just a matter of how stubborn I try to separate coding with graphics, but maybe you can share your best practices to manage these issues.
Kind Regards
Ingo