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by Juwal Bose
Starling Game Development Essentials
Starling Game Development Essentials
Table of Contents
Starling Game Development Essentials
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Our Capture the Flag Game
Understanding a game
Introducing the game loop and game states
Game state
Game loop
Flash's inherent game loop
Capture the Flag
The game idea
Rules of the game
The tile-based approach
An array-based implementation of a level
Relationship between screen space and level array
Prerequisites for using the shared code
Creating a top-down game scene
Applying the RenderTexture approach
Tools of the trade
Summary
2. Going Isometric
What is an isometric view?
Cartesian to isometric equations
An isometric view via a matrix transformation
Implementing the isometric view via isometric art
Level data structure
Altering registration points
Depth sorting
Understanding isometric movement
Detecting isometric collision
Summary
3. Isometric-level Designer
The approach for creating our level designer
Befriending Feathers UI
Creating an isometric grid with the Starling graphics extension
Developing a designer app
Loading files recursively
Displaying tiles
Painting the level
Saving the level
Editing registration points
Summary
4. Just Finding Your Way
The Flag Defense game level
Game settings
The support classes used
Faster drawing for RenderTextures
The CustomAnimatedItem class
The CustomIsometricCharacter class
Time-based animation versus frame-based animation
Depth sorting issues
Implementing the game level
The game states
The touch listener
Following the AI path
Path finding
Making AI decision
Summary
5. Boom Boom, Explosions!
Adding some effects
An image-based explosion
Particle systems
Creating the explosion using the Particle Editor tool
Adding smoke
Adding the explosion to the stage
Summary
6. Going Cross Platform
The finished game
The MainLevel game loop
AiManager
Making the AI decisions
Cross platform
Supporting multiple screens
Dynamic Texture Atlas Creator
Finding the ScaleRatio value
Positioning items properly
Essential tips and tricks
Device-specific changes
QuadBatch to the rescue
Handling touch input
iOS specifics
Android specifics
The Android back button
Saving data locally
AdMob ANE integration
Publishing to the app stores
Apple App Store
Google Play
Summary
7. Flox – Leaderboards, Analytics, and More
Understanding Flox
Getting started with Flox
Flox game analytics
Tracking the events
The Flox leaderboard
User tracking
The Flox entities
Loading the entities
Using queries for entities
The Flox operations
Summary
Index
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Prev
Previous Chapter
Cover
Next
Next Chapter
Starling Game Development Essentials
Table of Contents
Starling Game Development Essentials
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Our Capture the Flag Game
Understanding a game
Introducing the game loop and game states
Game state
Game loop
Flash's inherent game loop
Capture the Flag
The game idea
Rules of the game
The tile-based approach
An array-based implementation of a level
Relationship between screen space and level array
Prerequisites for using the shared code
Creating a top-down game scene
Applying the RenderTexture approach
Tools of the trade
Summary
2. Going Isometric
What is an isometric view?
Cartesian to isometric equations
An isometric view via a matrix transformation
Implementing the isometric view via isometric art
Level data structure
Altering registration points
Depth sorting
Understanding isometric movement
Detecting isometric collision
Summary
3. Isometric-level Designer
The approach for creating our level designer
Befriending Feathers UI
Creating an isometric grid with the Starling graphics extension
Developing a designer app
Loading files recursively
Displaying tiles
Painting the level
Saving the level
Editing registration points
Summary
4. Just Finding Your Way
The Flag Defense game level
Game settings
The support classes used
Faster drawing for RenderTextures
The CustomAnimatedItem class
The CustomIsometricCharacter class
Time-based animation versus frame-based animation
Depth sorting issues
Implementing the game level
The game states
The touch listener
Following the AI path
Path finding
Making AI decision
Summary
5. Boom Boom, Explosions!
Adding some effects
An image-based explosion
Particle systems
Creating the explosion using the Particle Editor tool
Adding smoke
Adding the explosion to the stage
Summary
6. Going Cross Platform
The finished game
The MainLevel game loop
AiManager
Making the AI decisions
Cross platform
Supporting multiple screens
Dynamic Texture Atlas Creator
Finding the ScaleRatio value
Positioning items properly
Essential tips and tricks
Device-specific changes
QuadBatch to the rescue
Handling touch input
iOS specifics
Android specifics
The Android back button
Saving data locally
AdMob ANE integration
Publishing to the app stores
Apple App Store
Google Play
Summary
7. Flox – Leaderboards, Analytics, and More
Understanding Flox
Getting started with Flox
Flox game analytics
Tracking the events
The Flox leaderboard
User tracking
The Flox entities
Loading the entities
Using queries for entities
The Flox operations
Summary
Index
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