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Creating the main texture atlas

From: Building Flash Games with Starling

Video: Creating the main texture atlas

So now that we've created our main sprite sheet in TexturePacker, we need to use both the PNG and the XML file to create a texture atlas, so that we can reference those assets in Starling. So I'm going to come into my asset class right under where I created or embedded the sky.png and we need to embed both that atlas.png and also the atlas.xml. So I'm going to start with the PNG. So Embed source and that is assets/atlas.png and I'm going to create a private static variable which is going to hold a class variable so we can instantiate that.

Creating the main texture atlas

So now that we've created our main sprite sheet in TexturePacker, we need to use both the PNG and the XML file to create a texture atlas, so that we can reference those assets in Starling. So I'm going to come into my asset class right under where I created or embedded the sky.png and we need to embed both that atlas.png and also the atlas.xml. So I'm going to start with the PNG. So Embed source and that is assets/atlas.png and I'm going to create a private static variable which is going to hold a class variable so we can instantiate that.

So it's going to be private static var and I'm just going to call it atlas. Now when we create our texture atlas, I want to create that as a public static variable, so that we can actually reference it from anywhere we want in our game. So I'm going to create another variable here public static var, and I'm going to call it ta for TextureAtlas, and this is going to be of type TextureAtlas. So now I need to embed that XML file. So it's going to be a similar thing, I'm going to say Embed (source="assets/atlas.xml", but the difference is when we are dealing XML files is we also have to set the mime type to application octet stream, so let me do that now.

mimeType="application/octet-stream") and now we're going to create a private static variable called atlasXML. So now I have both the PNG and the XML embedded and I also have that public static variable, which is going to hold my TextureAtlas. Now I'm going to come down into the init function and instantiate that. So I'm going to instantiate the ta variable, is equal new TextureAtlas, and to this we need to pass in the texture that we're going to create from that PNG, and also the XML file.

So we're going to use the Texture.fromBitmap factory method and we're going pass in a new instance of atlas, because remember that's the embedded PNG file. Now the next thing we need to pass in is the XML file. When we instantiate atlasXML we are going to need to cast it to an XML object, so we are going to cast it like that and pass in a new atlasXML. So let me close that, close that, and close that.

So I've now instantiated my TextureAtlas, and you'll see as we go through the course, I'm going to easily be able to use this ta variable, and say ta.gettexture and give it a string name for the texture that I want to retrieve, but again, the main benefit of this is I'm not having to embed all of these different images separately causing different network requests, and so on, and so forth. So putting them together into a TextureAtlas, not only makes it a lot easier as you are building your game, but also greatly improves the performance of your 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 · 9517 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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