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Creating the "Game Over" text

From: Building Flash Games with Starling

Video: Creating the "Game Over" text

Now that we have our background, we are going to focus on creating the game over text, and we are going to use a Starling text field to display that. So I'm going to come under where I created my background in my init method. I'm going to create a variable here, and I'm going to call it overText, and I'm going to set that equal to a new text field. And again, be sure you are using starling.text.TextField. And to that, we are going to pass in a few different things; first, the width and the height.

Creating the "Game Over" text

Now that we have our background, we are going to focus on creating the game over text, and we are going to use a Starling text field to display that. So I'm going to come under where I created my background in my init method. I'm going to create a variable here, and I'm going to call it overText, and I'm going to set that equal to a new text field. And again, be sure you are using starling.text.TextField. And to that, we are going to pass in a few different things; first, the width and the height.

I'm going to put the width at 800, so it's the whole width of my game and we are going to set its align to Center, so that way, it's centered in the middle. And I'm going to set the height here to 200, pass in what actual texturing we want to display, and we can set all of these also outside of the constructor, but I'm just doing it here. We are going to say GAME OVER. Now we need to use uppercase, because remember, when I created that bitmap font, when we did the assets chapter, I only included the glyphs for the uppercase characters because that's all the font actually contains.

Now next is the font name. So remember, in our assets class, we have this Komika font. So if I open that with the Text Editor here, remember this is the name that I need to give when I want to use that font. So I'm going to give it a string of KomikaAxis like that. Now next is the size of the font. I'm going to do 72 and then the color, and I'm going to do white. I'm going to create that as an instance variable.

Now I want to set up a couple of things with it. First, I want to set its align property. So I'm going to set overText and we want to set the hAlign property, and we just set it to a string of center, and now I'm going to set the y position of that. So overText.y, because remember, it will automatically be centered on the x axis. I'm going to set it to 200, and then lastly, we want to add this text to the display list. So addChild(overText); like that.

Let's see what that looks like. So we will launch our game, and we'll die on purpose. And there we have our text nicely centered and we are using that bitmap font. So again, this is a nice way to be able to render text, and we don't have to include a PNG file that says game over. If we are using a lot of text in our game, we can just reference those bitmap fonts, and use the text field class that is included with Starling. So the next step is to add our Try Again button which the user can click on to try again at playing the game.

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This video is part of

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

46 video lessons · 9645 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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