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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 now that we have our basic game structure created, we need to turn our attention to the assets in which we are going to use in this game. Now if you have access to the exercise files, if you look in that folder, you will see there's a whole bunch of different types of assets ranging from animation sequences, like here, we have this alien animation sequence, we have sound effects, particles, fonts, and we need a way in which to manage those inside of our game project. So what I'm going to do is inside the exercise files, I'm going to copy all of those assets to the clipboard and then go back to my Flash Builder project and I'm going to create a new folder at the root of my project. So I'm going to right-click, create a New > Folder, and I'm going to call this folder assets, and then I'm simply going to paste those assets into that folder so that we have them inside of this assets folder.
Now in our project we are going to create a class that's specific job is to manage our assets for us. So I'm going to go into the core package and create a New > ActionScript Class and I'm going to call it Assets. And this will be used to embed and manage the various assets that we are going to have in our game. Now all of those are going to be static assets, because again, we don't want to instantiate this class and have different versions of all of these assets. So I'm going to modify the constructor where I'm actually going to replace it with a public static function called init and this is going to have a return type of void. We are not going to be returning anything.
Now we are actually going to call this function in our Game class constructor, because again, the first thing that we want to do when our Game class is created is to initialize our assets, so I'm going to say Assets.init. So again, all of our assets are going to be managed from this Assets class and in the next sequence of movies in this chapter, I'll show you how you can incorporate different types of assets and make them available for your game.
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