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Flash Professional CS5: Creating a Simple Game for Android Devices
Illustration by Don Barnett

Handling exits and idle mode


From:

Flash Professional CS5: Creating a Simple Game for Android Devices

with Paul Trani

Video: Handling exits and idle mode

As you're developing your game, you need to keep in mind how this is going to play on an actual device. In the case of this game, since we're controlling the player based on the accelerometer by tilting the device, we're not touching the screen at all, so, there is a chance that the screen could actually dim while we're playing game. So I actually want to keep the screen awake, is a mobile- specific thing I want to do, as well as I want to make sure this Exit button works. So let's go ahead and take a look at that. I am going to use a code snippet in order to do that, and just refer to the Code Snippets movie if you don't have this Mobile Game folder.
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  1. 1m 48s
    1. Welcome
      1m 0s
    2. Using the exercise files
      48s
  2. 7m 16s
    1. Understanding the user
      4m 2s
    2. Flash content on Android devices
      3m 14s
  3. 17m 28s
    1. Reviewing the game
      1m 50s
    2. Creating a file in Device Central
      5m 39s
    3. Reviewing the game structure
      8m 23s
    4. Adding code snippets
      1m 36s
  4. 36m 13s
    1. Animating the intro screen
      8m 13s
    2. Moving the player
      8m 13s
    3. Adding enemies
      6m 49s
    4. Adding movement
      4m 16s
    5. Adding chance and randomness
      8m 42s
  5. 34m 30s
    1. Adding lasers
      8m 14s
    2. Detecting collisions
      7m 57s
    3. Adding explosions
      6m 26s
    4. Removing assets from the stage
      8m 50s
    5. Adding audio
      3m 3s
  6. 33m 12s
    1. Adding scoring and levels
      7m 41s
    2. Subtracting lives and ending the game
      4m 26s
    3. Creating a results screen
      5m 8s
    4. Displaying the score
      6m 57s
    5. Saving and loading game results
      9m 0s
  7. 17m 14s
    1. Detecting movement with the Accelerometer
      6m 39s
    2. Using the swipe gesture
      4m 42s
    3. Using hardware keys
      5m 53s
  8. 23m 18s
    1. Handling exits and idle mode
      3m 31s
    2. Handling activation and deactivation
      6m 14s
    3. Optimizing graphics
      7m 14s
    4. Optimizing ActionScript
      6m 19s
  9. 34m 41s
    1. Creating the application files
      8m 23s
    2. Creating the app (Mac)
      5m 5s
    3. Creating the app (PC)
      7m 19s
    4. Publishing to an Android device (Mac)
      7m 7s
    5. Publishing to an Android device (PC)
      6m 47s
  10. 8m 56s
    1. Uploading to the Android market
      7m 7s
    2. Downloading from the Android market
      1m 49s
  11. 1m 22s
    1. Next steps
      1m 22s

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Flash Professional CS5: Creating a Simple Game for Android Devices
3h 35m Intermediate Feb 15, 2011

Viewers: in countries Watching now:

In Flash Professional CS5: Creating a Simple Game for Android Devices, author Paul Trani shows how to translate existing Flash skills from the web to mobile devices while designing a game in Flash and publishing it as an AIR for Android app. The finished application includes collision detection, random enemy creation and movement, shooting capabilities, multiple levels, and even a high score screen. This course also goes beyond game functionality and shows how to use mobile capabilities such as the accelerometer and gestures to control graphics, use the hardware keys to activate menus, and also how to optimize content so it plays well on mobile devices. Also included are instructions for distributing an app through the Android Market. Exercise files are included with the course.

Topics include:
  • Designing for mobile platforms
  • Creating and optimizing game graphics
  • Adding random movement and interactivity
  • Moving players based on the accelerometer
  • Using gestures
  • Detecting collisions
  • Implementing audio
  • Adding scoring and levels
  • Implementing a high score screen
  • Publishing an app on both Mac and Windows
  • Uploading to the Android Market
Subjects:
Developer Web Games Projects
Software:
Device Central Flash Professional Android
Author:
Paul Trani

Handling exits and idle mode

As you're developing your game, you need to keep in mind how this is going to play on an actual device. In the case of this game, since we're controlling the player based on the accelerometer by tilting the device, we're not touching the screen at all, so, there is a chance that the screen could actually dim while we're playing game. So I actually want to keep the screen awake, is a mobile- specific thing I want to do, as well as I want to make sure this Exit button works. So let's go ahead and take a look at that. I am going to use a code snippet in order to do that, and just refer to the Code Snippets movie if you don't have this Mobile Game folder.

I am going to scroll down, right down here, Keep Screen Awake. So I am going to double-click on that, and that's going to add these two lines. All right! So this looks good, and this is really going to be mobile-specific technology that we're dealing with. Let me just hit Enter a couple times. So keep the screen awake if you're using the accelerometer or whatever else. Notice as I uncomment this line, it's using this SystemIdlemode.KEEP_AWAKE.

So this will keep the screen active while the user plays the game. Okay. So, and this might be great if you have, say for instance, a lot of text or any time that the user will not be interacting with the screen but is probably using the app or playing the game. All right! So that's in place, and I've just uncommented that. It should be just fine. Also right in here, and this was added earlier, it's the same thing. So I am still using this NativeApplication and then exit. This will exit out of the app, okay.

And these are specific to AIR, so this is AIR for Android devices functionality. And this is also AIR functionality as well. And I make that distinction because this is what's going to happen when you test this in Flash. So I am going to do a test movie, and you'll notice immediately that it already throws a couple of errors. Okay. It says line 471 and line 476 says, undefined property NativeApplication, and that's because NativeApplication is specific to AIR.

Okay, so it has to be an app in order to use that functionality, and not a SWF, like I have here. So it actually is working. I don't want that error to concern you at all. But for right now all I need to do is just comment those two lines out and make sure I ACTIVATE or, let's say, UNCOMMENT ON PUBLISH. All right! That's what I want to do for both of these. So I am just adding these notes in here, and when I get in to the publish settings, I am going to go ahead and uncomment these.

There is something else I need to do down here. So I need to uncomment this line on PUBLISH, but I also need to set the necessary permissions as well. Okay, so there is going to be a certain file, and I just need to basically tell Android that it's going to keep the screen awake, and just to make sure that permission is in there. So that's one thing I need to do as well. But this is actually set up, and it will work just fine. So again, when I get to the point where I publish out this AIR app and play it on the phone, I will test for this functionality and everything will work out fine.

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