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Building Flash Games with Starling

Implementing the destroy method


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Building Flash Games with Starling

with Lee Brimelow

Video: Implementing the destroy method

So now we have our menu state essentially completed. The last thing we have to do is remember that for each state when we change the state it's first going to call this destroy method, so that our state can actually clean up itself, because again, we want to remove all of the things from the display list, because we don't want to be taking up memory while a different state is happening. So let's fill in this destroy method now. So there's some nice helpful methods that are in Starling that are not in the traditional Flash display list API.
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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

Implementing the destroy method

So now we have our menu state essentially completed. The last thing we have to do is remember that for each state when we change the state it's first going to call this destroy method, so that our state can actually clean up itself, because again, we want to remove all of the things from the display list, because we don't want to be taking up memory while a different state is happening. So let's fill in this destroy method now. So there's some nice helpful methods that are in Starling that are not in the traditional Flash display list API.

And one of them is a method called removeFromParent. So the first thing I'm going to do is to remove the background, so I can say background, and then call the removeFromParent method, and I can pass in true if I want it to also be disposed, and that will do things like unregister any event listeners that have been registered, so we're going to pass in true there. And now to make sure we totally clean up, I'm also now going to set background = null.

So we're going to do the same thing for the logo, so logo.removeFromParent, put in true, because we want to dispose it, and let's set logo = null. And lastly let's do the play button, so we'll do play.removeFromParent(true); and we'll also set it to null. When we change the state to the play state, the first thing that's going to happen is this destroy method will be called and we can actually dispose of it properly.

Now the last thing we need to do is to get rid of the menu state itself, remove itself from the game's display list, and here we can use the removeFromParent method and pass in true. So this is a really handy method to be able to have in order to help you easily manipulate the display list. Let's go ahead and test it now. We can see it's launched up, and when I click PLAY GAME, everything has disappeared, because again the menu state has removed itself, but remember now the play state doesn't have any visuals on it whatsoever.

So in the next chapter we're going to be building out that play state, which is going to contain all of our actual game play.

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