ActionScript 3.0 :: Manage Select Levels In Flash Games ?

Nov 4, 2011

I was wondering what's the best practice to make something like below, I thought on global variables with if conditionals, but the code is going to be messy. Unfortunately I can't find any tutorial on the internet, I spent hours googling it but everything I found there was nothing to do with this. It's so frustrating because it's really hard to get on without these "special" references.

[Code]...

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Actionscript 3 :: Manage Game Levels In Flash Games?

Oct 20, 2011

I am still learning and I am trying to design the game levels for my first game(a platform one).

I have some straightforward questions because I feel I am on the wrong way.

Should each level have its own class ?

The way I am trying to do is, when one finishes the first level I set to null the variables that pertains to that class, unregister all events and remove all children from the stage, call a second level constructor, without declaring any variable, new level2(); and set to true a static var "in order to save" that progress in case one wants to play that level again.

However I see the code becomes messy, I run into issues, and memory management concerns so much.

I searched it for all over the internet but I can't find any tutorial that explain it in details, so I'm trying out many ways of achieving what I want, but now I am really in need of some advices on it to not get lost.

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I believe that my question here is a little hard, or maybe impossible. But here it goes:

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Flash :: Manage Multiple Sizes (dimensions) Of Bitmaps?

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I have a custom Image class that I am using to store individual image information for a gallery application:

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{
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{

[Code]....

This is how I would implement the above:

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[Code]....

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[Code]...

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[Code]...

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[Code]...

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[code].....

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