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Creating the IState interface


Building Flash Games with Starling

with Lee Brimelow

Video: Creating the IState interface

Creating the IState interface provides you with in-depth training on Developer. Taught by Lee Brimelow as part of the Building Flash Games with Starling
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  1. 2m 9s
    1. Welcome
    2. Using the exercise files
    3. What you should know
  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 1s
    1. Creating the Flash Builder project
      2m 40s
    2. Setting up your Starling scene
      6m 8s
    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. 8m 0s
    1. Adding the background
      1m 10s
    2. Creating the "Game Over" text
      2m 44s
    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 6s
    1. Creating sound effects with cfxr
      3m 5s
    2. Adding the sound effects
      3m 43s
    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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Watch the Online Video Course Building Flash Games with Starling
Video Duration: 2m 14s2h 57m Intermediate Jul 05, 2012

Viewers: in countries Watching now:

View Course Description

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.

Topics include:
  • Downloading and installing Starling and Flash Builder
  • Creating the project
  • Creating the main game class, static assets class, and other classes
  • Building the state machine
  • Creating a static assets class
  • Adding images
  • Creating sprite sheets with Texture Packer
  • Creating and importing bitmap fonts
  • Detecting collisions
  • Adding particle effects
  • Adding sound effects
Developer Web
ActionScript Flash Builder Flash Player Starling
Lee Brimelow

Creating the IState interface

So we are going to be separating our game into different states and more specifically our game is going to have three distinct states. First, it's going to have a Menu state, and this is when you first come into the game it's going to display the logo and a button in which you can start playing the game. Then there's going to be a Play state and this is when you are actually playing the game. And then finally a Game Over state, which will display a message saying, game over and do you want to try and play again. Now a larger scale game of course, you're going to have lots and lots of different possible states.

So to create these state classes what we are first going to do is to create an interface, and an interface is essentially going to require that any state implement a certain set of methods. So I'm going to go to the source folder, right-click and say New > ActionScript Interface, and we are actually going to put this into a package called interfaces. This is the only one we are going to be creating for this game, but still again, it's nice to separate things and organize it into packages. So using the best practices naming conventions, we're going to call it IState, so it's essentially called IState.

I'm going to click Finish. And for our state classes we are going to require that they implement two methods, one is called update and one is called destroy. The update method is going to be called on every frame and that's essentially where we are going to able to update its visuals and do things, different logic operations depending on what state we are in. And then the destroy method is going to handle actually cleaning up after itself, getting rid of the state from memory, so that we don't have memory leaks.

So I'm going to define two functions in here, the first one is called update and the return type of both of these functions is just going to be void, since we are not going to be returning anything from either function. So function destroy(), and again this is going to be of type void for the return type. So that's all we are going to be creating for our interface but now when we create those state classes, when we implement this interface, we'll be sure that each of those states implements the required methods.

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