Join Lee Brimelow for an in-depth discussion in this video Adding the logo, part of Building Flash Games with Starling.
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So now that we have our animated background in our menu state, the next thing…we're going to add is the logo for our game.…And if you look in the assets folder, remember that's in our Texture Atlas that…we created, it is this logo right here.…So now we're going to look at how you can extract this specific texture…from that Texture Atlas.…Okay, so I'm going to come under where we created our background, and I'm going…to create a variable, I'm going to call it logo, and that's going to be equal to new Image.…
And remember that when we want to extract a certain texture from the Texture…Atlas, we're going to use that Texture Atlas that we created in our assets…class, so I'm going to say Assets.ta, which is our Texture Atlas.…Now there's two different methods that we can use, first is get texture, that's…going to return a single texture.…If we have an animation which is a series of frames, we would use getTextures…and we will look at that later in the course.…But for our purposes right now we're going to use the getTexture method and pass…
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.
- 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