Join Joseph Labrecque for an in-depth discussion in this video Rendering a sketch, part of Building a Mobile App with Feathers and Starling.
Now that we've completed the entire drawing mechanism, the only task left is…to preserve drawings by saving them to the device as ping encoded images.…To do this, we'll first need to render…the image through starlings stage.draw to bitmap data method.…So, initially, we'll go into sketch screen and perform some imports.…These imports we'll be doing are all tied to the native Flash APIs so,…we'll import flash.display.BitmapData.…
Bitmap data contains pixel data for images and screen captures and things like that.…We'll next import flash.display.PNGencoderOptions, PNG…encoder options allows us to…actually encode that pixel data to the ping file format.…Lastly, we'll import flash.utils.ByteArray.…Bytearray is a very kind of a generic object that just contains any sort of byte…we might want to keep a hold of between functions and across classes and so forth.…
So the first thing we'll do is create a private variable for this byte array.…And we'll simply call it byteArray.…And, this will allow us to preserve…the byte array data across different functions.…
- Downloading the frameworks and the AIR SDK
- Configuring the project
- Implementing a theme
- Creating the screen classes
- Adding a navbar component
- Building the classes
- Returning saved files
- Publishing a project
- Installing and running the app
Skill Level Intermediate
Building Flash Games with Starlingwith Lee Brimelow2h 57m Intermediate
Flex 4.6 and AIR 3.0 New Features for Mobile Appswith James Talbot1h 49m Intermediate
1. Project Setup
2. Feathers Screens
3. Building the Interface
Using layouts in Feathers1m 55s
4. Sketch Functionality
5. Browse Functionality
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