starling-framework

Stuck on “Sending API usage to iTunes Connect”

岁酱吖の 提交于 2019-12-06 07:30:21
问题 I try to upload my game developed with Starling to the appstore but the "Application loader" stuck on "Sending API usage to iTunes Connect", 10 days ago the upload was successful, the new version have only a different line of code then the way to compile is same. Somebody have this problem? Somebody have a solution? I try with this but no work for me: Can't Submit App to App Store: "Sending API Usage to iTunes Connect" either times out or loses connection Application Loader (Apple) stuck on

AS3 tile map rendering (with 1000's of tiles)

…衆ロ難τιáo~ 提交于 2019-12-04 22:16:46
问题 Just first off I'll say that the context here is Actionscript 3.0 (IDE: Flashbuilder) along with the Starling Framework. So, I want to create a Tile Map that could be used for a platformer or something similar. I want to use 8x8 pixel tiles on an 800x600 pixel stage, and the problem I am having is that I don't know how to add these 7500+ tile objects to the stage without dramatically reducing the framerate. I've found that the drop in performance comes from adding each tile to the stage, not

Starling library - When I try and change cursor to image…it doesn't work (and a sprite element dissapears from stage)

限于喜欢 提交于 2019-12-02 12:02:06
I am using Starling to make a really, really, really easy game - I am just trying to add a stationary sprite to the stage...and make it so that when the mouse touches the sprite...the game "stops" and a score is sent. I haven't tried implementing hitTest yet for the collision, but I have run into a sort of conflict problem where, when I comment out the line(s) that is supposed to change the cursor image (see Startup.as - stage.addEventListener(TouchEvent.TOUCH, touchHandler); and createCustomeCursor ), the instance of AvatarEnemy (see enemy in Game.as) does what it should, and is placed in the

Send data from Flash to Starling class

北城余情 提交于 2019-12-01 23:21:54
问题 I want to send data from mainClass (Flash class) to my Starling class. Here is the code of two classes. I need to pass data between them. package { import flash.display.Sprite; import flash.events.Event; public class mainClass extends Sprite { private var myStarling:Starling; public function mainClass () { super(); stage.addEventListener(Event.RESIZE,onResize); } private function shangedOr(e:StageOrientationEvent):void { // code } private function onResize(e:Event):void { myStarling = new

Send data from Flash to Starling class

て烟熏妆下的殇ゞ 提交于 2019-12-01 21:16:54
I want to send data from mainClass (Flash class) to my Starling class. Here is the code of two classes. I need to pass data between them. package { import flash.display.Sprite; import flash.events.Event; public class mainClass extends Sprite { private var myStarling:Starling; public function mainClass () { super(); stage.addEventListener(Event.RESIZE,onResize); } private function shangedOr(e:StageOrientationEvent):void { // code } private function onResize(e:Event):void { myStarling = new Starling(Main,stage); myStarling.start(); } } } Main.as class of starling : package { import starling.core

Is this a good implementation of the gameloop

試著忘記壹切 提交于 2019-12-01 10:52:04
I have implemented a gameloop in Flash/Actionscript/Starling and I want to throw it at you to see if this is a valid implementation. I wanted to have a variable time step approach. private var _deltaTime:Number = 0; private var _lastTime:Number = 0; private var _speed = 1000 / 40; private function onEnterFrame() { var now = new Date().getTime(); var delta = now - _lastTime; _deltaTime += delta - _speed; _lastTime = now; //skip if frame rate to fast if (_deltaTime <= -_speed) { _deltaTime += _speed; return; } update(); } private function update() { updateGameState(); if (_deltaTime >= _speed) {

Is this a good implementation of the gameloop

孤者浪人 提交于 2019-12-01 08:40:45
问题 I have implemented a gameloop in Flash/Actionscript/Starling and I want to throw it at you to see if this is a valid implementation. I wanted to have a variable time step approach. private var _deltaTime:Number = 0; private var _lastTime:Number = 0; private var _speed = 1000 / 40; private function onEnterFrame() { var now = new Date().getTime(); var delta = now - _lastTime; _deltaTime += delta - _speed; _lastTime = now; //skip if frame rate to fast if (_deltaTime <= -_speed) { _deltaTime +=