[TxMt] Suggested workflows AS3: Flash/Textmate
Baluta Cristian
cristi.baluta at gmail.com
Mon Jun 2 16:22:45 UTC 2008
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 at 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.
>>
>> --
>> Being drunk is feeling sophisticated without being able to say it.
>> http://www.playr.co.uk/
>>
>>
>>
>> ______________________________________________________________________
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>>
>
>
> --------------------------------------------------------------------------
> Alistair Colling
> Interactive Developer
>
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--
Cristi
www.ralcr.com
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