Online Courses, Classes, Training, Tutorials. I've been out of college for about two years, Lynda. Taking the foundational courses in marketing has helped me launch my career.–Jenny, Associate Marketing. Free CSS.com. Free CSS has 2570 free website templates coded using HTML & CSS in its gallery. The HTML website templates that are showcased on Free CSS.com are the. What is Mobirise? Mobirise is an offline app for Window and Mac to easily create small/medium websites, landing pages, online resumes and portfolios, promo sites for. Building a Parallax Scroller with Pixi. Part 1. This tutorial series has been updated for Pixi. JS v. 4. Ever played endless runner games such as Canabalt and Monster Dash, and wondered how to build their scrolling game maps? In this tutorial we’ll take our first steps towards building a similar parallax scroller using Java. Script and the pixi. D rendering engine. What you will learn. Thanks to ever increasing browser maturity and the plethora of Java. Script libraries that are out there we’re really starting to see HTML5 games development flourish. But with so many libraries available, part of the challenge has become picking the right ones to work with. This series of tutorials will introduce you to the basics of Java. Script games development and focus on pixi. Okay so hit tests. Hit tests simply are a check to see if two objects are touching one another. There’s plenty of ways of doing them and every shooter game needs them. First of all you need: Flash! So if you don’t have the program, head to Adobe Flash’s website and download Adobe. ![]() Learn how to do just about everything at eHow. Find expert advice along with How To videos and articles, including instructions on how to make, cook, grow, or do. Play the largest selection of online games at 2FlashGames.com! Including action games, racing games, puzzle games and many more! Animation Learning Guide. Explore the many ways to create and control your animations, from motion tweens to ActionScript classes. Pixi. js is a new 2. D rendering framework which supports both Web. GL and HTML5 Canvas. By the end you will have built the following horizontal parallax scrolling game map: Clicking on the image above will launch and run the final version of the scrolling map that you will be working towards. Notice that it contains three parallax layers: a far layer, a mid layer, and a foreground layer. In this first tutorial we’ll implement some basic parallax scrolling by concentrating on just the far and mid layers. And of course, to do that we’ll cover the basics of pixi. Flixel is an open source game-making library that is completely free for personal or commercial use. Written entirely in Actionscript 3, and designed to be used with. Host Your Game on Kongregate. An open platform for all web games! Get your games in front of thousands of users while monetizing through ads and virtual goods. Also, if you’re new to Java. Script then you should find that this is a good place to start learning the basics of HTML5 games programming. Before we proceed, click on the image above to see a running demonstration of what you’ll actually build during this tutorial. You can also download this tutorial’s source code from Git. Hub. Getting Started. ![]() ![]() For development you’ll need a suitable code editor or IDE. I’ll be using Sublime Text 2, a trial version of which can be downloaded from www. You’ll also need a web browser to test your work. Any modern browser should do but I’ll be using Google Chrome and covering some of its developer tools during the course of these tutorials. If you don’t have Chrome installed then get it from www. To test your work, you’ll need to run a local web server on your development computer. Microsoft Windows users can set- up IIS: www. Mac OS X users can configure and run the built- in Apache web server: http: //macdevcenter. If you have OS X Mountain Lion installed then setting up your web server is a little less straightforward than it used to be. Check out this resource to get Apache up and running on Mountain Lion. If you have a web hosting package then you can simply upload your files and test them from there rather than setting up a local web sever. Alternatively if you have a Dropbox account you can host the files there via a service like Drop. Pages. Once your web server is set up, create a new folder within its root and name it parallax- scroller. If you’re using Windows then the path to your web server’s root folder will be C: \inetpub\parallax- scroller. If you’re using OS X then the path to your personal web folder will be /Users/your. Remember to replace your. Rather than have you create your own, I’ve provided a zip file at www. Download this file and extract it within your parallax- scroller folder. Here’s how your parallax- scroller folder should now look on Windows: and if you’re a Mac OS X user then your folder structure should look like this: Now we’re ready to begin coding. Launch Sublime Text 2 or your own favourite code editor. Setting up the Canvas. Every pixi. js project starts from an HTML file. From here we’ll create an HTML5 Canvas element and also include the pixi. The canvas element represents the area on the HTML page where our scroller will be rendered. Create a new file within Sublime Text 2 by selecting File . Now before we start, select File . Add the following to your index. We have a basic HTML page with a < head> and < body> element. Now let’s add our HTML5 Canvas element to the page. Simply add the following lines between the < body> element and then save your file: < body>. It’s this region that the pixi. Notice also that we assigned an ID to our canvas and named it game- canvas. This will let us easily access this particular canvas element, which is required when initialising pixi. Now go ahead and load your index. If you’re using Windows then the URL to your HTML page will be http: //localhost/parallax- scroller/index. Mac OS X enter http: //localhost/~your. That’s because it’s currently the exact same colour as the page. Let’s rectify that with a style sheet, which will specify different background colours for the page and its canvas. Add the following lines within your file’s < head> element: < html>. This time you should clearly see your canvas region: it will appear grey on top of a black page and will sit in the horizontal centre of the page. Including the pixi. Java. Script library. Now that our canvas is set up, let’s include the pixi. Simply add the following line near the end of the page’s body: < body>. Note that the URL includes 4. You can replace this with any released version you wish to use in the future. Save what we have and let’s check that everything runs as expected within Chrome. Chrome’s Developer Tools can come in handy here. Simply press F1. 2 (Cmd + Opt + i on Mac) to open the Developer Tools window then click the Console tab to open its Java. Script Console window. For example, if Chrome was unable to load the pixi. GET file: ///Users/ccaleb/Documents/javascript/tutorial/part. Chrome’s developer tools are essential when trying to debug your own Java. Script or finding errors reported from pixi. You can even send text to it from within your own Java. Script code. Keep the console window open during development and if you have enough screen real estate then I suggest docking the Developer Tools window to the bottom of your browser window. You can do this by simply clicking on the Dock to main window icon at the bottom- left corner of the developer tools window. Adding a Main Entry Point. When the contents of the HTML page have completely loaded, its < body> element will dispatch an onload event. At this point we can be sure that our canvas has been initialised and that the pixi. We can trigger Java. Script of our choosing in response to this event and start working directly with pixi. Let’s do this by calling a function named init() when the onload event is triggered: < body onload=. Place the function at the bottom of the < body> element and within it simply output some text to the Java. Script console to satisfy yourself that the page’s onload event has been successfully captured: < body onload=. If all is well then you should see the following message written to your Java. Script Console window: > init() successfully called. While your init() function does very little at the moment it will eventually be responsible for initialising your scroller and kicking it off. Essentially everything will be run through this main entry point. Initialising pixi. Now that we have an init() function to work from, let’s go ahead and initialise pixi. It’s a simple two step process: Create your stage. Select and instantiate a renderer. First we’ll create a stage object and then a renderer. If you’re a Flash developer then you’ll be familiar with the concept of a stage. Basically the stage represents all your game’s graphical content. The renderer on the other hand takes the stage and draws it to your HTML page’s canvas so that you work is actually visible to the user. Let’s create a stage instance and associated it with a global variable named stage. Also, while you’re at it, remove the log statement we added previously: function init() . The PIXI. Container class is used to represent a collection of display objects and also represent the stage, which is the root display object. Now that we’ve created a stage we need to select a renderer. Pixi. js supports two renderers: Web. GL and HTML5 Canvas. You can instantiate a renderer with PIXI. Web. GLRenderer or the PIXI. Canvas. Renderer class respectively. However it’s better to let Pixi interrogate the browser and automatically detect the correct renderer on your behalf. By default Pixi will attempt to use Web. GL and will fall back to its canvas render if Web. GL isn’t available. Let’s go ahead and let Pixi select the appropriate renderer using its PIXI. Detect. Renderer() function: function init() . It returns either an instance of PIXI. Web. GLRenderer or PIXI. Canvas. Renderer, which we’ve stored in a global variable named renderer. In our code above, the canvas reference passed to auto. Detect. Renderer() is actually provided within a Java. Script object and is associated with a view property. It’s important you pass this object as the function’s third argument rather than just a reference to the canvas itself. Save your work. While we used hard coded values for the width and height we could just as easily obtain both directly from the canvas itself. Here’s how to obtain the width: var width = document. Element. By. Id(. That’s done by calling your renderer’s render() method and passing it a reference to your stage. Here’s a simple example using your code: function init() . Of course, we haven’t added anything to the stage yet so there’s nothing to see. Adding Items to the Display List. Now that your stage is set up let’s go ahead and actually add some items to it. After all, we don’t want to be staring at blank screen forever. Items are added to a tree- like structure known as the display list. Your stage acts as the root of that display list meaning everything added to your stage is rendered. There’s also a stacking order, meaning that some items will appear in- front of others depending on their designated depth index. There are several display object types that you can add to the display list. The most common is PIXI. Sprite which is used to add an image. Since this tutorial is all about creating a parallax scrolling background, let’s try adding an image that represents the farthest back layer. Action. Script 3 Tutorials. Flashandmath. com Site Search. NEW TUTORIALS, EFFECTS AND HOW- TOs. AS3 Events Tutorial. AS3 Events Properties: target. Target, event. Phase, local. X, local. Y. We look at basic properties of events in AS3: target, current. Target, local. X, local. Y. as well as event. Phase. We provide a simple utility that displays those properties for Mouse. Event. CLICK. Throughout event's. X and local. Y remain relative to the interactive display object that was clicked. Our help files contain text and graphics. We find that. bundling and loading at runtime AS3- free SWF files is a good way. We provide a custom SWFScroller. AS3 class. You extract the file via. Loader. content, cast it to Movie. Clip, and store in a Movie. Clip variable. Isn't Loader. SWF file. a Movie. Clip? We discuss the issue and give examples. For example. to take an image 'snapshot' of a Sprite. The important Bitmap. Data. draw method. Bitmaps are easier to process. In this simple AS3 How- To, we discuss the method with special emphasis. We compare these three techniques and provide Flash source. AS3 code which make it easy to test. Also, we show how to create. We show how to use the AS3 Matrix. Transformer. class to zoom around a specific point in an image rather than around the registration point. We make panning smooth. GESTURE. Complete source code ready for download. Many new AS3 classes specific to AIR on mobile come into consideration. In particular. the Camera. Roll class and its methods: browse. For. Image and add. Bitmap. Data. We provide here complete, commented source code. The examples include. The results are highly aesthetic. The images can be saved due to our custom. Bitmap. Saver class. The fireworks are created. For added realism, we lighten up the sky when the. The effect. makes use of the perlin. Noise method of the Bitmap. Data class, plus a Color. Matrix. Filter and. Displacement. Map. Filter. Stand 2. 0 meters away from a tree, point your phone at the top of the tree, and read the angle of elevation from the screen. Calculating the height of the tree becomes part of an active lesson in. Our custom Marble. Texture AS3 class creates. Sprite with the same shape and mouse interactivity as any source Sprite that you pass to. Choose pink, blue or white marble. The version given here runs in a standard browser window. The purpose is to find an exit out. You have an option of 'peeking' at the. At each level of difficulty, a practically unlimited number of mazes can be generated. AS3 classes, including a perfect maze generator. The game is an Android app based on the browser version of our Traffic. Lights game linked below. Here, we present a web- based version of the. The version given here runs. Text becomes broken and fuzzy, then collapses back to form a new line. The technique can easily be applied to images. The puzzle is very challenging. We provide several simpler versions as a 'warm- up' for the main puzzle. We comment the code with special. The app contains 3. Text becomes distorted and blurred. The effect makes use of a perlin. Noise, Displacement. Map. Filter. and other filters. Motion of bitmap particles is determined by their RGB components. Each red, green and blue sink flies by itself or can be dragged by hand. It attracts. and repels particles based on their color components. Invisible 'springs' pull the particles back to their original. The gallery is easily customizable via an XML file. Generate a new perfect. Steer the ball through the maze by moving your finger. The motion is driven by an acceleration. Perlin noise. That creates a characteristic turbulence of snow motion. Download and play with the code! Thanks to the new TLF methods. The lines are tweened in 3. D. and colorized creating a cool, wavy 3. D effect. Moreover, fonts are embedded. Text. Flow with the Text. Flow. font. Lookup property without using the TLFText. Field class. In this tutorial we explain. We give a simple example that. Our example handles comfortably as many. Pixel particles move. The motion creates. New. surfaces, more particles, new effects, and a custom performance. We animate. 1. 5,0. The gallery is easily customizable via an XML file. Moreover, the cube. D! We show an application with three Bitmap cube menus. We use. simple FP1. D methods. Thanks to the new TLF methods. D boards and split into separate lines. We show how to use the new AS3 classes. Flash CS5 to accomplish a variety of interesting text effects. In this tutorial, we show how to. XML file containing TLF markup, load the file at runtime. In our example, the number of columns in the layout can be changed on the fly. You will find the poems at: sparsewords.
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