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Building Flash Games with Starling
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Creating the Score class


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Building Flash Games with Starling

with Lee Brimelow

Video: Creating the Score class

So the last thing we are going to add to our game is just a simple high score text field. And what I'm going to do is create a new object class. I am going to go to my objects package, say New > ActionScript Class, and I am going to call it Score. Now I am just going to subclass Sprite. Now if you only literally wanted a text field, you could in subclass text field. But I am just using this because, generally speaking, you might want to add more to it in the future, and if so, you need to display object container. So I am going to subclass starling. display.Sprite, and in the constructor here I am going to create a new variable called score, and that's going to be equal to a new text field object, a new starling.text.TextField.
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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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Building Flash Games with Starling
2h 57m Intermediate Jul 05, 2012

Viewers: in countries Watching now:

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
Subjects:
Developer Web Games
Software:
ActionScript Flash Builder Flash Player Starling
Author:
Lee Brimelow

Creating the Score class

So the last thing we are going to add to our game is just a simple high score text field. And what I'm going to do is create a new object class. I am going to go to my objects package, say New > ActionScript Class, and I am going to call it Score. Now I am just going to subclass Sprite. Now if you only literally wanted a text field, you could in subclass text field. But I am just using this because, generally speaking, you might want to add more to it in the future, and if so, you need to display object container. So I am going to subclass starling. display.Sprite, and in the constructor here I am going to create a new variable called score, and that's going to be equal to a new text field object, a new starling.text.TextField.

And to the constructor of this I am going to give it a width of 300, height of 100. I am going to give it an initial text value of 0, because we don't have any score when we come in. I am going to use the KomikaAxis font. That's our bitmap font that we included. I am going to give it a size of 32 and a color of white. And let's create score as an instance variable in our class here. So now what I am going to do is to align the text, the horizontal line to write, so I am going to say score.hAlign = "right", and I want to add this score text field to the display list, like that.

So now I am going to create a public function that we are going to call from anywhere in our game to essentially add a number to our score. And I am just going to call it addScore and we are going to send in an amount variable which will just be a number, just in case there is a decimal value. We are not going to return anything here, and what we are simply going to do is to reset the score text property equal to, and then I am going to open some parentheses here. I am going to parseInt the current value which is in there, score.text, and I'm going to add the amount that was sent in.

So you are going to imagine maybe there would be a negative number if we did something wrong in the game. I'm going to close that parenthesis and then just do a toString value here to turn it back into a string. And that will successfully change that text field's text based on the number. Okay, so now what I want to do is to go into my CollisionManager class and every time a bullet hits an alien we want to add an amount to that. So what I am going to do is to say play.score and we haven't actually created this property yet in our play state, and we are going to call addScore, and we are going to add 200 to the score every time a bullet hits an alien.

And now let's go to our play state, I am going to come into the init function, let's just do it after we create our hero, and I am going to create that score variable is equal to new score, and I want to create that as an instance variable and this needs to be public because again we are referencing it from the CollisionManager class and let's add this to the display list. So addChild(score) and let's set its X property, score.x = 450, like that.

So again in our CollisionManager we are going to add 200 to the score every time a bullet hits one of the aliens. So let's test that now. We'll come in, we can see our score in the upper right. And every time I successfully shoot one of the aliens you can see my score is going up by 200. So again we took a really simple approach to a high score read out, again you are going to want to do things as your game gets more complicated, you may want to subtract scores and all different types of things could happen.

But that's a general approach in creating a score object and providing methods to allow you to add or subtract from the high score.

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