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Join Lee Brimelow in this project-style course that teaches how to build a Flash-based game with Flash Builder 4.6, Flash Player 11, and the Starling framework. Starling, a pure ActionScript 3.0 library for advanced graphics, extends Flash Player 11's support for the modern GPU (graphic processing unit) to enable visual presentations and games in the browser or as a mobile app.
Starting with installation and configuration of Starling and creation of a Flash Builder project, the course shows how to prepare and import graphical assets, create MovieClip classes from sprite sheets, manage various gaming objects, detect collisions, and add both particle and sound effects. The finished game can be deployed to any browser or mobile device that integrates Flash Player 11, which was released in September 2011.
So the next thing we need to add to our menu state is our Play button, and this is obviously what you're going to click on when you want to actually start playing the game. So Starling actually has a class called Button which makes it very easy obviously to create buttons. So I'm going to come under our logo here, create a new variable called play, I'm going to set that equal to a new instance of the Starling.display.button class. Into this you can pass in different textures for the up and the down states, we're not going to deal with that, we're just going to do an up state to keep it simple.
And for the texture, again, we're going to use a texture which is in that texture atlas. So Assets.ta.getTexture and the texture is called "playButton", and let's go ahead and create that playButton as an instance variable. Now when we're dealing with buttons there is a special event in Starling called a triggered event and that's essentially going to be fired whenever you click on the button. So let's listen for that now, so play. addEventListener (Event, and again make sure you're using Starling.events and it's Event.TRIGGERED, and we'll have it call a method called onPlay.
So go ahead and create that method now, and the only thing you have to do is to come in and put in that event object. Now we need to position the play button, so it's in the right location. And much like I did before for the logo we're going to first set its pivot point, so we are going to say play.pivotX = play.width * 0.5; and we'll position it on the X axis in the center of our game, so play.X = 400, play.y is going to be equal to 450.
And lastly let's add that Play button to the display list. So now when the button is clicked on, this is where we're going to actually change the state of our game. So we're going to call back out to our main Game class, called the changeState method and change the state to the play state. So in our onPlay method here, we're going to say game, then we're going to call the changeState method, and we're going to use that constant of the game class called PLAY_STATE. Let's save it.
And let's go ahead and test it now. So we have it launched and we can see we have our image and we have our Play button. So again, now when we press this PLAY GAME button it's essentially going to go out and change the state, but we haven't put any visuals yet on the Play State so when I click it, you can see we don't see anything that's because first of all we haven't destroyed the menu state. And then we also don't have any visuals yet in the actual play state, and that's what we're going to do in the next movie.
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