FLASHPUNK TUTORIAL PDF

Embedding Graphics These tutorials serve to teach you how to make games using FlashPunk, but do not teach you the basics of ActionScript3 and how to use it. There are already plenty of resources available to learn how to do the latter. I recommend doing a few primers and learning some basics such as Classes, Objects, variables, variable scope, and basic AS3 operators before diving into FlashPunk. Start the Engine The starting point in all Flash games is the Main class, and so it will also be the starting point in your FlashPunk projects. This is the Engine class. But for now leave it as false, different timesteps will be discussed in more detail in later tutorials.

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Step 1 is, of course, creating a map using OGMO. Make it look different from the first map maybe a stone tiled map? In the constructor you should recognize the procedure of converting the byte stream into an XML instance. After that, we just read the width and height in the xml and store them in the respective class variables. Here are the new property variables of Game. This should be the 0th, as we set currentMapIndex to that value earlier.

Now we can finally get to the code that actually switches maps. How can we do that? Okay, now we can walk around from map to map. To do that, we need of course, a map for the inside of the house. Create an indoors map now, but notice a difference here. You are free to do what you want. Anyways, we will load this new map into our code now. Do the same stuff for this new map as you did with the previous map. We are also going to make some little changes.

Here is the pre-constructor part of Game. I hope this makes sense. Call it outsideMapIndex. And that brings us to the next problem. We can now go between 2 outside maps, as well as go inside a house. You know how to do that now. Paste the first outdoor map PNG and scale that to be pixels wide. Keep the proportions intact.

Move the newly pasted selection to the right side, centered on the 0-y axis. It should end up sorta like this: Do the same procedure for the second map PNG, but place it on the left side. Call it WorldMap.

Just there so that we can store that image. In Game. So for example, for the first outdoor map, it would be , Here is the new Map. Here is WorldMapMarker. Next, we do the same thing for the y coordinate, only with y offsets and heights.

This is teh final Game. Then you see a change in the update function. If not, then we give it a null value. Then we add the worldMap and worldMapMarker entities to the stage. We then focus the camera back on the player. But wait! Because we never changed it. Lol…I hope this tutorial was helpful. But for now…good night! Get the entire code of this tutorial here.

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JIS B 0409 PDF

FLASHPUNK TUTORIAL PDF

Step 1 is, of course, creating a map using OGMO. Make it look different from the first map maybe a stone tiled map? In the constructor you should recognize the procedure of converting the byte stream into an XML instance. After that, we just read the width and height in the xml and store them in the respective class variables. Here are the new property variables of Game. This should be the 0th, as we set currentMapIndex to that value earlier.

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