Task:



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Naming Standards:

Library_Name
variable_name
function_name
this_label
MovieClip
dir = "right"
this.tileX		(function)

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Charset Standards:

Must have 4 directions  (even if they're all the same)
Usually has 3 animation frames,  side by side.

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Functions defined first
Main Game Program is all-in-one

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Variables:

*New Property*
	"_tileX", "_tileY"
	""
	""
	""

_Root
	"hero_hp"
	"hero_hp_max"
	"hero_mp"
	"hero_mp_max"
	"txt"
	""
	""
	""
	""
	""
	""

Sprite AI
	"walk_speed"	(2)
	"ai"		("player")
	"txt"		("This is what I will say.")
	"this_name"	("Player"  "Enemy1" etc...)  (name of this MovieClip)
	"x_hit_center"	(8  (Sprite's center)
	"y_hit_center"	(8  (Sprite's center)
	"hit_scale"	(100)
	hit_size		(8 * scale%)(self-size forCollision Detection)
	"activate"		("activating sprite" / false)
	"bumped"		("bumping sprite" / false)
	"current_tileX"
	"target_tileX"
	""
	""
	Graphics
		"dir"		("down")
		"anim_speed"	(3)
		"charset"	("humbird0")
		"pose"	("walk")
		"x_hit_center"	(constant)
		"y_hit_center"	(constant)
		""
		""

TxtWindow
	""
	""
	""
	""

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// Anim  (variable option)	(animate   Not Equal To   TRUE)
// Direction  (variable option)	("up", "right", "down", "left")

// Sprite	(Character Set)
// Pose	(Sub Character Set)
// Direction	(Calculated)

All variables stored at root of "Sprite Obj"

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(visual Masks are specific to pose,  but shared whenever possible)

* Sprite Setup *
	

Map	(contains all map info)
	"MapPass"		(for wall collision-detection via "hitTest")
	"SpritePass"	(for sprite collision-detection via "hitTest")
	"Sprites"
		Sprite_AI	(behavior programs of sprites)
			"Graphics"	(manages "anim" (ON/OFF), & "dir")
				"Charset"	(frame selects Character Set)
					"Pose"	(label selects Character Set)
						"Anim" (programmed Direction & Animation)


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* Standard pose names *		(case sensitive)
"stand"
"walk"

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* Standard Directions *
"up"
"right"
"down"
"left"

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_x, _y   move objects by their Top-Left corner

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Tiles range:
	0 - 8	(9 tiles)

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(code within lower depth's, is executed first)
Depth:
	100 = MapPass	(walk-mask)
	200 = SpritePass	(walk-mask)
	300 = Map
	400 = Sprites
	499 = Player	(can actually be any sprite)
	500 = FX
	600 = Status & Interface
		600 = "Status"
		601 = "TextWindow"

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Flash Tips:

	_root.tilePass = Array()	(this is local)
	_root.tilePass = new Array()	(this is global)
Flash is tricky with array's.
Unlike variables, an array has to be defined with "new" in order to be global, and therefore accessable to all MovieClips.


[]   &   eval()   Don't work when setting the depth of clips


When creating child MovieClips, they're positioned relative to "_root"
and NOT relative to their parent MovieClips!!

_global.function_name = function(input)	=	available to all!


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