Workflow for Large Flash/AS3 Projects - actionscript-3

I am currently working on a rather large, UI-heavy Flash game. Our team has been working on this for about 9 months now. None of us had any previous experience with Flash, so we have continually improved our workflows during this time. However, we still feel that what we are doing now is not optimal, especially the interface between coders and artists, so I am wondering how other teams are working.
The ideal workflow should satisfy the following requirements:
1. Reused UI elements are defined only once
This means, if we want to change a font or a button style, we do not want to go trough all of our menus and change them manually. We want them defined in one central place and only referenced from there. Bonus points if the assets are shared not only at edit time but also at runtime, i.e. they are downloaded only once.
2. Everything is loaded on demand
Currently, we have two different loading steps: First, we load the menu libraries. When this is done, the players can already interact with all the menus. Then, we start loading the actual gameplay data. The initial loading time is still too long, though, and causes us to lose many potential players. What we really want to do is to load only the bare minimum required for the main menu and then load everything else only when the player tries to actually open the respective menus. Zuma Blitz does this really well.
3. Artists can perform minor changes without help from coders
If a menu should be re-designed without changing the actual functionality, it should be possible for artists to do that on their own in Flash CS6. This requires a clear interface between art and code, and it should also be possible for artists to test and debug their changes before sending them to the coders.
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Our current workflow looks like this: The artist build the screens as MovieClips in Flash CS6 and export them as SWFs. On the code side, load the MovieClips from the screen SWFs and use them as the View classes in our PureMVC-based system. The Mediators access the elements like text fields in the Views by their instance names.
This is error-prone because there is no central place to define the interface (i.e. the instance names). A lot of communication overhead between coder and artist is required. Also, it creates a dependency between the code and the internal structure of the movieclip. The artists cannot attach the text field to a different sub-movieclip when they want to apply some effects to it.
We are experimenting with an event-based interface that requires the artist to add a few lines of code to the movieclip. This is less error-prone and interdependent than before, but it still does not completely satisfy (3) unless we write additional tools for testing and debugging. This must be a common problem and I can hardly imagine that there is no easier way.
For (2), we also started building a home-brewed solution but again, this is such a common task, there has to be something out there already that we can use.
So, how do experienced Flash developers manage such large projects?

I have some thoughts, but they are based on my coding style, which is unique to me.
1. Reused UI elements are defined only once
Depending on what you're reusing, this can be as simple as defining a library symbol and just using it. Fonts can be replaced without digging with a search and replace, and you can also simply swap out the font in the Font Embedding menu.
For sharing across xfl's, you can use a Flash Pro Project. Keep in mind that there's a certain amount of time overhead involved in this (files will want to update when you open them or save them, Flash crashes more with Projects, and it can be a bad idea to try to work on two files from the same project at once).
Some people use swcs, but doing so requires that you instantiate things in it in code, which might not work for your workflow. I use them for audio only, and I find that the objects in it have to be compiled on or before the frame you designate as the AS compile frame, or the sound can't be properly instantiated. I suspect this is going to be the case for anything instantiated from a swc.
2. Everything is loaded on demand
One of the best-kept secrets of Flash is that this is trivially easy to accomplish using the timeline and educated use of the complier. Here's how it works:
If your ActionScript compile frame is a frame greater than 1, then here is how things will compile:
Before Frame 1:
Any visual assets and embedded sounds used on frame 1
Your main Document Class, plus any Classes directly referenced from the Document Class (which is a good reason to code to Interfaces)
Before your AS compile frame (N):
Your AS Classes (the code, not necessarily the visual/audio assets)
The visual and audio assets for any library symbols set to Export for AS in frame N (even if they are not used in the swf)
Before the frame where the asset is first used on the timeline:
The visual/audio assets in all library symbols where Export for AS in frame N is not checked.
If you put a spinner loading graphic on frame 1 and you have selected frame 10 as your export frame, then if you just let the movie play until it hits frame 10, here is how it will load:
If you have any heavy assets in your spinner or directly referenced in your main Document Class, users will see a blank screen while this stuff downloads
The spinner will become visible and spin
Once your AS Classes have loaded, along with the Library Symbols set to Export in Frame 10 and the assets that are actually on Frame 10, you'll see those assets, and everything you need to use them will be ready.
The rest of the swf will continue to load in the background, updating framesLoaded.
I actually use a combination of a setter for the object that's on frame 10, plus an ENTER_FRAME handler to check to see if we're on frame 10 yet. There are certain things that I have to do that are easier based on one and others that work better to do the other way.
3. Artists can perform minor changes without help from coders
If the code is all in the Base Class for the library symbol, artists don't need to understand it, as long as they don't remove or change a needed instance name. I try to minimize dependence on instance names by watching ADDED_TO_STAGE (capture phase) and watching for Display Objects by type. Once I have a reference to an object of the appropriate type, it's easy enough to watch for REMOVED_FROM_STAGE on that object to dereference it. This is similar to how frameworks such as RobotLegs and Swiz work.
Further, I use a concept I call "Semantic Flash," where I do a lot based on labels. I have a base Class, FrameLabelCip, which has built-in nextLabel() and previousLabel() functionality, as well as dispatching FRAME_LABEL_CONSTRUCTED events. It's really easy to go from storyboard event name to Flash label name and just build out the graphics bang-bang-bang.
I make heavy use of Graphic Symbols for synchronizing graphics across multiple labels (for example, bulleted lists), instead of relying on code. This animator's trick makes these things both robust and approachable to less-technical teammates.

Related

How to implement Caching while loading SWCs dynamically

I'm loading dynamic loading of all my SWCs in my master SWF, in order to load master swf faster, however now I need to cache all my swcs in local machine to speed up things.
private function loadAssets():void
{
swcObj=new Object();
swcObj.swcPath='assets/swc/1.swc';
swcObj.className="Part_0_1";
swcs.push(swcObj);
swcObj=new Object();
swcObj.swcPath='assets/swc/2.swc';
swcObj.className="0_2";
swcs.push(swcObj);
swcObj=new Object();
swcObj.swcPath='assets/swc/3.swc';
swcObj.className="0_3";
swcs.push(swcObj);
}
Then I'm using this array to use all the classes in my project, but I have no idea how to cache these swcs for faster use, if anyone have idea, please share.
In fact, the browser does this pre-caching for you, you don't need to produce extra efforts. So, just load them normally and don't worry about caching. You can, however, motivate the user to increase their local browser cache in order to potentially lessen time spent on waiting while your assets are loaded, but this won't help should the user watch three tons of YouTube each day.
SWC files are not intended for dynamic loading.
They are static libraries that can be linked in a swf using
-include-libraries and library-path options of mxmlc or - since you seem to be using FlashDevelop - SWC Include Libraries and SWC Libraries in Project>Compiler options
. SWC's may hold code (classes), assets (symbols/bitmaps/sounds...) or combination of the two.
Loading assets dynamically is done through flash.display.Loader
you may use the Loader as a simple DisplayObject instance that you add on stage:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/Loader.html#includeExamplesSummary
, or use its ApplicationDomain as a library of Class definitions that will allow you to create instances at will :
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/system/ApplicationDomain.html#includeExamplesSummary
Caching from the browser will be sufficient in most cases, unless you have VERY specific needs
In the end, there is different ways to optimize loading times, one of which is having a small swf acting as loader/home menu, and loading rest of the content on demand like you seem to try doing, but you can also create a single swf with several frames, which will be "streamed" by flash player, example:
1st frame as small as possible holding just a few kb for a splash screen/logo/loading/whatever you want, to make the initial blank screen as short as possible, then second frame holding the main content. You can event extent this system with for instance
two levels of preloader: a first tiny frame with just a logo, second one with progress bar, and full background if needed
split content like home screen/menus in a frame, gameplay in the another, if you are making a game, so that gameplay continues loading while you are already displaying the menu

AS3 How to communicate between frames

I have been writing a game in timeline code. I want the different frames (rooms) in the game to be able to share information between each other. Of course, timeline code is limited to the frame it is written in.
After doing quite a bit of reading ("Foundation Game Design with Flash" and a number of articles, tutorials, forums etc) I decided to employ a document class. This did not work either. It seems it only works for frame one but not the rest of the frames (I have four).
How can I have frame four respond to something that happpened in frame one? For example, if the player achieves something in frame one, I want a movie clip in frame four to be visible.
If You are writing your code on the timeline, My suggestion would be to create two layers in the timeline, one for 'frame-actions' - in this layer you insert the code specific to a single frame (will work when the movieclip is stopped on that particular frame).. And also create one more layer called global-actions (for the entire timeline). Only the first frame will be a key frame and there should be empty frames till the end of the timeline.
In this layer actions write the code that you want to access from any keyframe in the same timeline.
If you define a variable in the actions which are written for the whole timeline (global-actions) then that will be available on all the frames.
Now if you want to go to a different frame based on some action, just write some functions in the layer which contains global actions and call that particular function through the frame actions. To go to a different frame use the 'gotoAndStop(frameNumber)' function of flash.
I want to tell you that while it will work, I would not recommend using it in this way.
HTH.
You can use static variables - these are variables which are linked to a class, rather than an instance of it.
Suppose your document class was called Document.as, and you wanted a variable, playerLives, to be visible from any part of the program.
Declare it inside Document.as:
public static var playerLives:int = 3;
You can then reference this directly from anywhere else in your code with:
Document.playerLives
(note that the variable is a member of the class itself, not an instance of it).
You could use a dedicated Statics class to hold these variables if you want to keep your document neat, or attach them to the relevant classes (eg Player.lives)
I've not used timeline/frames for some years but I believe this is how I used to do it!
NB Statics will be fine for your purposes but they are, in some ways, an equivalent to the _global variable in AS2 (at least, they can be used in the same manner) - many would not approve of their use, or over-use, as they are freely accessible from anywhere in your program (thus anathema to the OO concept of encapsulation), but personally I try not to worry about it in small cases - the most important thing to know about the rules of any design pattern is when they can be broken!
They are also slightly slower to access than instance members, but you won't notice this unless you are constantly accessing/changing them (making things like player velocity, which will need to be referenced/changed every frame, static, is not a good idea).
Hope this helps.
You may find the simplest way to link everything with the document class is to move your four frames into a movieclip together and have that on the first frame, then interact with that movieclip.
E.g. in the document class, where the movieclip instance on the timeline is called 'game'.
game.gotoAndStop(4);
game.objectToDisplay.visible = true;
If you encounter reference errors in the IDE then you can avoid these by using [] notation to refer to the properties of game, e.g. game["objectToDisplay"].visible = true;
Note that it's not really best practice to do this, but it will at least help you to finish that first game which is really more important at this stage in your learning. Afterwards, if you want to learn more then I'd recommend "The Essential Guide to Flash Games" by Jeff Fulton from 8bitrocket.com - it will teach you how to use the document class effectively.

Internal AS3 preloader & stage issues

I need to create a single SWF with no external files, so I'm trying to add an internal preloader to my Flash project which has [embed] assets. I know [embed] causes problems with preloaders because it puts the assets on frame 1. I have tried the solutions recommended in these posts, where you set the document class to your preloader class:
Preloader for SWF with embed bytearray
How to create Preloader in AS3
I can get it to work, but ONLY if I comment out any lines of code that involve the stage, otherwise I get an "Error #1009: Cannot access a property or method of a null object reference." Those lines are essential though, so does anyone know how to fix those errors with the stage?
You haven't posted your code or your fla, so all I can do is share what works for me.
First, I wouldn't use Embed. Instead, use a swc. I have found that Embed can be unreliable as far as actually getting the entire asset in there (at least when publishing with Flash Builder + Flash Pro, which is my workflow).
Once you have your assets in a swc, try the following steps:
Set your export frame to Frame 10 (or any frame other than 1--I like frame 10 because then you can read the label that says "Preloader")
Put your actual content on frame 11. You can structure this a lot of ways. Since I program to Interfaces, I give whatever is on frame 11 an instance name and then use a setter to determine that my "first thing" has been placed on stage. I can get away with this because my main Document Class just knows the definition of the Interface, not the full implementation of the Class, so the Class does not need to load for the main Document Class to work. You probably aren't truly using the timeline and probably didn't program to interfaces, so you'll probably just set the base class of the symbol that's on frame 11 to the main logic of whatever you're trying to do.
Put your preloader graphics in Frame 1. I'm not sure why your stage references are so important. I, personally, don't use any logic in the preloader. Instead, I use a spinner that spans frames 1-10 (plus the word "Loading...". The spinner just spins while the classes load. The embed frame acts as a temporary "stop" that just holds the timeline back until those classes have been loaded. Once the classes have been loaded, the timeline will act like you called play() on it. So it really can be that simple. If you need it to be more complicated, give one of your preloader graphics an instance name and set up a getter/setter pair for it, then use the setter to trigger your logic that accesses the stage. You are pretty much guaranteed to have a valid stage at that point.
Word of warning: if you did make use of the timelime, you will get strange results if you try to jump to a frame that isn't loaded yet, so make sure to check to see if a given frame is loaded if it's near the end of your main timeline and your main timeline is heavy with assets before calling goToAndPlay() or goToAndStop().
Some references that might help you further:
Preloaders vs as 3 (I'd recommend you read the entire series this is part of. This is an amazing series I wish I'd found 3 years ago)
Solving the Frame 2 Problem Presentation and code
Combining the Timeline with OOP The example code for that is here (long story)

Taking an intro Flash/AS3 course; problems with MVC pattern

Okay, so I've been busting my hump the last week or so on this project for my OOP/AS3 course and this past Sunday I realized that my approach wasn't going to work so I scrapped the better part of it and started over.
Our assignment is to create an XML based flash menu that demonstrates an understanding of the OOP patterns we've just learned. It was kind of a 'test the waters' project where he gave us a ton of tutorials and information and told us to make our best attempt at making sense of it so I'm certain there are more efficient ways to do what I'm doing, but that's a moot point.
We need to employ at least two patterns in our menu, though at the moment I'm just focusing on MVC so that I can get the mainUI working before I finalize the second part of the UI. It essentially flows like so:
MainUI has 4 menus that slide out.
Each slider has 3 thumbnails on it.
Clicking on any of the thumbnails will move to the next part of the UI. This functionality is currently disabled.
The program runs with 0 compiler errors, but the images are not being placed on the stage correctly and I can't figure out why. All the image paths are being pulled and stored from the XML properly. The main background image is pulled once and is supposed to be only placed once (if statement that uses a count to determine whether to run the placement function or not), but it is being placed 4 times with the sliding menu image. The sliders are being placed in the correct positions (switch statement that iterates through the mainUI function in the View class and creates a separate loader for each one), but the thumbnails are not all showing up. So here is what I'm seeking help with:
The mainPanel image should only be placed once, rather than 4 times with each slider.
The sliders, while being placed correctly, must be tweened in different directions through the as (using TweenMax), but each instance is unidentifiable from the other so right now they all have an eventListener that calls the same tween method. How can I distinguish them in a way that lets me apply a different tween to each (This will likely be a concern with the thumbnail functionality later as I will need to load different XML data based on which thumb is clicked).
I have added what I hope are very informative comments to each script so hopefully people can help. Also included are images of what I want the mainUI to eventually look like and how it's coming out currently.
pastebin with all 3 classes and XML (2 hyperlink limit) - http://pastebin.com/u/crookedparadigm
top image is how the stage is outputting, bottom image is what I'd like to to be - http://imgur.com/a/bOmsS
Last quick note, stage is currently set to 600x480 with a black background. Ideally, to reinforce OOP principles, our professor wants us to avoid using the timeline or library if possible.
Any advice at all will be greatly appreciated! Thanks!
Install FlexPMD This is a very good add on( sometimes hard to install ) It basically is used to show areas of your code that you are not following standards. For example your classes lack the use of "this". And you should avoid passing parameters in constructors. It would be good practice to develop standardized writing skills while you are still new.
Looking at your code I see you are calling buildUI from within a loop.
buildUI is assigning a MainView object to mainUI.
So each time you go through a loop iteration you are reassigning mainUI.
In the end mainUI will only be the last iteration of that loop.
Not sure this is your issue but is an issue.
[EDIT]
Excellent Singleton guide for Flex SDK
Part 1
Part 2
Some Good writing on pure AS3 Singletons.
I would prolly start from scratch as your XML data is miss formatted.
your XML should resemble something like this.
<MainProject>
<MainUI>
<Thumbnail Name="Spring">
<Destination Name="Spring" Price="99" ratingPath="images/SP1/SP1rating.png" />
</Thumbnail>
<Thumbnail Name="Winter">
<Destination Name="Winter" Price="152" ratingPath="images/SP1/SP2rating.png" />
</Thumbnail>
</MainUI>
</MainProject>
Then you should have the following structure on your stage. These movieclips should be empty and already placed inside on your stage with instance name.
Stage
MenuUI MovieClip
ThumbNail1 MovieClip <- feed it thumbnail from the XML
ThumbNail2 MovieClip <- feed it thumbnail from the XML
ThumbNail3 MovieClip <- feed it thumbnail from the XML
ThumbNail4 MovieClip <- feed it thumbnail from the XML
This might be a bit too vague, just tell me if you need more details.
Hope this helps !

Incompatible classes when loading SWF

I have two ActionScript 3 projects, game(.swf) and minigame(.swf). At runtime the main game loads the minigame via Loader. I also have a shared library (SWC) of event classes, included by both, which minigame will need to dispatch and game will need to listen to.
First: Is this possible this way?
Second: What will happen if I compile the minigame, then change the event classes so they're incompatible, then compile the main game. Will Flash crash when trying to load the minigame SWF? (I hope so)
Third: And what will happen if I change the event classes, but in a way that preserves interface-level compatibility?
If you have classes named the same but not sharing the same functionality just use a different class path for each (i.e com.game.* com.minigame.*), this will avoid all conflicts.
Basically if a class named the same in several SWFs only the one loaded first will be used.
On the other hand if you really want to share the same classes between both of the SWFs, make sure you only include them in the main SWF (you can choose include/exclude in the publish settings of Flash IDE or in the compiler settings of Flex SDK). This will make the whole loading process a bit lighter and you will avoid weird conflict related bugs.