The truth is, I hate frames. I only use them for testing or debugging small projects, but other than for convenience, I only use Classes. I cannot stand not being able to add properties, and since I can’t use “private” or “public” inside of frame code, I just feel so “locked in”, like coding in a little box.
Sadly, a client needs to be able to go back and insert items on frames, and need to make adjustments to the code now and then, and they want the TimeLine. Bummer…
That’s not saying that others shouldn’t use the TimeLine, I just don’t like it for my own purposes, as my brain and style of thinking is structured quite differently.
I have a few questions regarding how the TimeLine is set up (what I can think of so far):
[LIST=1]
[]If you add an object to the stage (via the stage and not code on the timeline) on one frame, but remove it on the next (via that keyframe ending), does it still exist in memory and can be referenced, but is simply removed from the stage, or is it completely garbage collected?
[]If you re-enter a frame, does it reconstruct all objects on that frame, or simply put them on the stage again?
[]If an object no longer exists on the stage, will it still respond to event such as ENTER_FRAME?
[]If you listen for MouseEvents on an object on the stage, then go to a different frame, and then go back to the frame, rerunning the code with addEventListener, will it run the event tied function twice when the event is dispatched?
[*]Is there any way to combine TimeLine coding and the Document class? I think I received errors doing that once, but I would like to add getter/setters to the Main Document which can be referenced in the timeline code.
[/LIST]
I could try these on my own, but I’m hoping something already exists out there.
Does anyone know of any good guides that go into detail how the timeline is set up?