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Adding the logo

From: Building Flash Games with Starling

Video: Adding the logo

So now that we have our animated background in our menu state, the next thing we're going to add is the logo for our game. And if you look in the assets folder, remember that's in our Texture Atlas that we created, it is this logo right here. So now we're going to look at how you can extract this specific texture from that Texture Atlas. Okay, so I'm going to come under where we created our background, and I'm going to create a variable, I'm going to call it logo, and that's going to be equal to new Image.

Adding the logo

So now that we have our animated background in our menu state, the next thing we're going to add is the logo for our game. And if you look in the assets folder, remember that's in our Texture Atlas that we created, it is this logo right here. So now we're going to look at how you can extract this specific texture from that Texture Atlas. Okay, so I'm going to come under where we created our background, and I'm going to create a variable, I'm going to call it logo, and that's going to be equal to new Image.

And remember that when we want to extract a certain texture from the Texture Atlas, we're going to use that Texture Atlas that we created in our assets class, so I'm going to say Assets.ta, which is our Texture Atlas. Now there's two different methods that we can use, first is get texture, that's going to return a single texture. If we have an animation which is a series of frames, we would use getTextures and we will look at that later in the course. But for our purposes right now we're going to use the getTexture method and pass in the texture name which we want to get and it's called logo.

And if you don't remember what these names are, you can look in the atlas.xml file to see. So I'm going to create that as an instance variable, and what I'm going to do is to set its pivotX point. So much like in Flash where we can create a movie, we can give it a registration point and that's where the zero zero position is. And by default in Starling, it's going to be the upper left-hand corner just like Flash. If we wanted to put what is essentially the registration or the pivot point in the center, we can set its pivotX or pivotY properties.

I'm going to say logo.pivotX, and I'm going to set that = logo.width * 0.5; that's essentially going to put the pivotX point directly in the center of our logo. And this way, it's easy for me to position it in the center of our Menu state. So now to position the X position, I'm going to say logo.X = 400; because remember our game is 800 pixels wide.

For the Y position, and this is something you just have to do through trial and error is setting it at 250. And then lastly, I'm going to add that logo to our display list for our menu. So I'm going to test that, see what it looks like, and you can see now when we come in to our movie, we have our logo which is placed on top of our scrolling sky background. So that's basically how easy it is once you've created your Texture Atlas to get a specific texture.

It's just to simply give it its string name, it will retrieve that specific piece of our texture so that you can use it to display inside of an image object.

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This video is part of

Image for Building Flash Games with Starling
Building Flash Games with Starling

46 video lessons · 9921 viewers

Lee Brimelow
Author

 
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  1. 2m 9s
    1. Welcome
      45s
    2. Using the exercise files
      36s
    3. What you should know
      48s
  2. 10m 21s
    1. Checking out the finished product
      1m 10s
    2. Downloading the Starling framework
      4m 13s
    3. Installing Flash Builder
      1m 44s
    4. Installing additional tools
      1m 30s
    5. Overview of the Starling framework
      1m 44s
  3. 13m 0s
    1. Creating the Flash Builder project
      2m 40s
    2. Setting up your Starling scene
      6m 7s
    3. Creating the main game class
      4m 13s
  4. 13m 52s
    1. Creating the IState interface
      2m 14s
    2. Creating the three game states
      3m 50s
    3. Building the state machine
      7m 48s
  5. 22m 14s
    1. Creating a static assets class
      2m 3s
    2. Adding images and creating textures
      3m 24s
    3. Creating sprite sheets with TexturePacker
      6m 26s
    4. Creating the main texture atlas
      3m 29s
    5. Creating and importing bitmap fonts
      6m 52s
  6. 14m 16s
    1. Creating the Background class
      5m 55s
    2. Adding the logo
      2m 58s
    3. Adding the play button
      3m 4s
    4. Implementing the destroy method
      2m 19s
  7. 56m 47s
    1. Adding the background
      1m 3s
    2. Creating the Hero class
      6m 14s
    3. Creating the Bullet class
      1m 44s
    4. Creating the BulletManager class
      4m 23s
    5. Using the StarlingPool class
      9m 24s
    6. Firing bullets with the mouse
      7m 24s
    7. Creating the Alien movie clip
      1m 58s
    8. Creating the AlienManager class
      8m 12s
    9. Overview of collision-detection options
      3m 10s
    10. Creating the CollisionManager class
      10m 51s
    11. Implementing the destroy method
      2m 24s
  8. 7m 59s
    1. Adding the background
      1m 10s
    2. Creating the "Game Over" text
      2m 43s
    3. Adding the Try Again button
      4m 6s
  9. 20m 5s
    1. Exploring particle-creation tools
      4m 52s
    2. Adding the smoke texture
      5m 3s
    3. Creating the Explosion class
      2m 6s
    4. Creating the ExplosionManager class
      8m 4s
  10. 11m 5s
    1. Creating sound effects with cfxr
      3m 5s
    2. Adding the sound effects
      3m 42s
    3. Creating the Score class
      4m 18s
  11. 6m 1s
    1. Starling optimization tips
      4m 8s
    2. Helpful Starling resources
      1m 53s

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