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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.
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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