HTML and CSS Reference
In-Depth Information
loader.addEventListener("complete", game.start);
loader.loadManifest(lib.properties.manifest);
}
2. We originally have the game.start() funcion calling in the game.js file.
We replace it with the following loading code:
game.Load();
Objective complete - mini debriefing
The artwork outlined in this game is drawn in Flash in the vector format. These vector
graphics can be transformed into an EaselJS-drawing API without issues. Besides vector
outlines, coloring is done in the bitmap format too. Bitmaps cannot be converted into
graphics-drawing instrucions. Instead, Flash outputs the bitmaps into JPEGs and loads
them into the sprite using EaselJS's bitmap class.
We added a loader to load these bitmap graphics into the game. For each loaded graphic,
we added the bitmap content to a global images object. This images object is used within
the assets.js file to reference the bitmap data.
Let's take a look at the assets.js file that is generated by the Flash CreateJS toolkit.
For this, we need to find a manifest array. Most likely, it is at the top of the file and within
a lib.properties object:
// library properties:
lib.properties = {
width: 640,
height: 1000,
fps: 24,
color: "#FFFFFF",
manifest: [
{src:"images/bosspsd.png", id:"bosspsd"},
{src:"images/castlepsd.png", id:"castlepsd"},
{src:"images/castle2psd.png", id:"castle2psd"},
{src:"images/enemy1psd.png", id:"enemy1psd"},
{src:"images/enemy2psd.png", id:"enemy2psd"},
{src:"images/enemy3psd.png", id:"enemy3psd"},
{src:"images/junkpsd.png", id:"junkpsd"},
{src:"images/satellitepsd.png", id:"satellitepsd"},
{src:"images/satellite2psd.png", id:"satellite2psd"}
]
};
The LoadQueue method from the PreloadJS library iniializes a loader. The loadManifest
method from this loader then takes the files inside the manifest and loads the file source
one by one. The IDs are used internally within the assets.js file.
 
Search WWH ::




Custom Search