if you've used MTASC, maybe you want to use it's succesor  now, haXe, wich can compile to AS3 also. There's already a bundle to integrate it in TM.


On Mon, Jun 2, 2008 at 7:07 PM, Alistair Colling <alistair.colling@fpp.net> wrote:
Gaby thanks :) this is great. I hadn't thought of putting my designs in symbols and then importing these from the SWF. I was trying to import the top-level of the SWF and lay everything out there but all I need to do is put this inside a movieclip so it appears in the library.
Thanks again,
Ali




On 2 Jun 2008, at 16:21, Gaby Vanhegan wrote:


On 2 Jun 2008, at 11:14, Alistair Colling wrote:

1) Is there a way I can compile in Textmate that can incorporate
designs made in an FLA? I would like to be able to create interfaces
in Flash, create the SWF initially from the Flash IDE and then edit
all of my code in Textmate and compile from Textmate while I am
working. I'm aware that I can create library items and attach them
to the stage at runtime but I would like to be able to lay them out
in Flash as well. I was able to do this in AS2 when using MTASC but
when I compile using fcsh the content from the original SWF
(compiled from Flash) is overwritten.

This works perfectly for me:

package {

       [Embed(source="file.swf",symbol="MyExportedSymbol")]
       public class MyExportedSymbol extends Sprite {

               // Create a public var for each named clip in the symbol's root

               // Standard constructor
               public function MyExportedSymbol ( ) : void {
               }

       }

}

Then just build the application in TM.  mxmlc will pull in the
appropriate symbol from the swf then any time you create a
MyExportedSymbol object with:

var ms:MyExportedSymbol = new MyExportedSymbol();

If creates it with the asset from the .swf file you specified.  The
gotcha will be that if you have a couple of clips in that symbol's
root timeline you need to create public variables to hold them in the
class definition.  For example if you have two clips dropped into it
named ClipA and ClipB, you will need to have:

       public var ClipA:Sprite;
       public var ClipB:Sprite;

As public variables of the class.

Enjoy!

G.

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