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From: kindaian on 5 May 2008 05:10 That is something that depends ALOT on what you are doing and how you do the whole development. I'm from a more "structured" programming environment and find it funny how Director manages the "programming" in it. My development efforts in D11 will make me do the following structure for ALL scripts: 1. All will be external linked. 2. Scripts will be either generic lib stuff, generic behaviors or specific stuff. All lib will be on a file called "lib.ls" all generic behavior will be in external files with their names terminated with ".ls". And the specific stuff will be with a file "cast_object_event.ls". 3. All scripts are stored in version control (subversion in my case) and placed all on the same directory inside the main project directory. Now i only wished that D11 had subversion support (because there is no way i will be using the non-standard version control system proposed by Adobe). Cheers, Kindaian
From: Darrel Hoffman on 5 May 2008 09:06 > 1. All will be external linked. > 2. Scripts will be either generic lib stuff, generic behaviors or specific > stuff. All lib will be on a file called "lib.ls" all generic behavior will > be > in external files with their names terminated with ".ls". And the specific > stuff will be with a file "cast_object_event.ls". > 3. All scripts are stored in version control (subversion in my case) and > placed all on the same directory inside the main project directory. Is any of that stuff possible in MX04? I'm waiting on D11 until the first couple rounds of patches come out, I've heard some horror stories. I mean, I know I can make an external cast, and put all the scripts into it, but I don't know how much benefit that would be at this point, unless maybe I were sharing scripts between multiple .dir files, which I'm not (yet, though maybe soon).
From: Mike Blaustein on 5 May 2008 09:35 I don't think he means external castlibs. He means that the actual scripts are external files. You can do this in the PI on the Script tab... there is a 'Link As' button to make the script actually be an external text file. You can then edit the script in other programs apart from the built in script editor (which has serious speed issues on D11). Being able to use Subversion with the scripts is a nice thing. I've been meaning to check it out some day... As far as my organization goes, I would call it "chaos". Actually, I am pathological about naming all of my script members, and my handlers all have well-thought-out names so I generally know what I am looking for and find the appropriate member by name... then drill down to the handler. All my scripts are usually in a single cast, but sometimes I put related elements into their own casts... if a program has 3 parts, I may use 3 castlibs with the members/scripts separated out like that. Depends on the project really.
From: Darrel Hoffman on 5 May 2008 11:14 > As far as my organization goes, I would call it "chaos". Actually, I am > pathological about naming all of my script members, and my handlers all > have well-thought-out names so I generally know what I am looking for and > find the appropriate member by name... then drill down to the handler. > All my scripts are usually in a single cast, but sometimes I put related > elements into their own casts... if a program has 3 parts, I may use 3 > castlibs with the members/scripts separated out like that. Depends on the > project really. My method is pretty similar - I do name all the script members, and give the handlers good names, but there's just so many of them now it's getting hard to find them. If the dropdown from the script window could be set to be sorted alphabetically or something, it'd be MUCH easier. The other annoying thing is if a sprite has multiple behaviors on it, you can't just right-click it click on the "Script" in the menu and necessarily get the script you want. I've found that generic scripts like on beginSprite me sprite(me.spriteNum).visible = TRUE end need to be located lower down in the Cast in order to make them not be the default that comes up. In other words, it doesn't matter what order the behaviors are in on the sprite, the only thing that matters is what order they're in in the CAST, which really makes no sense. The one on top of the Behavior list should be the default, I think. Or maybe the one on the bottom, I don't know, but one way or another, the order of behaviors should be taken into account, and it isn't. Only their member numbers. Also I find it really annoying that if a sprite is located underneath another sprite that's locked, right-clicking on the sprite doesn't work, because the locked sprite intercepts it, so you either have to click the sprite, then CTRL-SHIFT-QUOTE to get the script (which again picks the first one in the cast, not always what you want), or go up to the Behavior Inspector and manually choose the one you want, or find the thing in the Score instead. Any of these methods takes far longer than it rightly should compared to a nice right-click context menu. I'd just like it if there were some nice and convenient way to find things in your scripts, but unfortunately, it can get to be a real bear the more complex your project gets.
From: Mark A. Boyd on 5 May 2008 18:50 "Darrel Hoffman" <no.address(a)all.com> posted in macromedia.director.lingo: > All > I get are the names of the script members, without any easy way to jump to > the exact handler I'm looking for Not sure if this helps, but you can do a Find Handler by using [Ctrl]+[Shift]+; which allows you to sort by Name. I keep an external castLib with scripts that are likely to be used in all movies. I keep another external castLib with common controls, such as video controls which includes both the graphics and the scripts related to them. If a project or movie does not use video, I don't attach that castLib. In movies with scripts specific only to that movie, I will /normally/ place the script members in the first slots of the internal castLib. Once in a while, I will create a separate internal castLib to contain these scripts. One thing I found that helps in the drop-down menu is naming the first and last script members in a castLib a little differently. For instance, my 'go the frame' behavior used in all movies resides in member 1 of the external scripts castLib. The script member is named something like '----- begin Common Library -----'. The last script member in the castLib is named something like '----- end Common Library -----'. I generally only do that for castLibs containing only scripts, but it does help. -- Mark A. Boyd Keep-On-Learnin' :)
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