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Embedding fonts
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Use the Embed metatag to embed the font and assign it to a class. This must be done in the class definition, where you declare all your instance variables. Here s the basic format: public class AnyClass extends Sprite { [Embed(systemFont="Andale Mono", fontName="embeddedFont", fontWeight="normal", advancedAntiAliasing="true", mimeType="application/x-font")] // declare class instance variables This embeds the Andale Mono font, which is a font installed on my system. You can use the name of any font that you have installed. Its fontName parameter is "embeddedFont". If I want to use this font anywhere else in the class, I need to refer to it by this name. The other parameters should be self-evident. You ll notice that there s a Class variable just below the Embed tag called EmbeddedFontClass. private var EmbeddedFontClass:Class; The font is actually stored in this class. Yes, I know what you re thinking: There s no assignment operator to show this, and it doesn t look like it could possibly be standard AS3.0 syntax. No, it s
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not a messy hack. It actually is the proper way to assign an embedded asset to its own class. You can give the variable any name you like, but it must be declared directly after the Embed tag. If you ve embedded assets using the Flash Professional IDE in the past, these steps are the same as importing an asset to the Library, exporting it for ActionScript, and giving it a class name in the Symbol Properties window. After you ve embedded the font, you can use it in your class if you follow these steps:
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1. Import the flash.text package.
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import flash.text.*;
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2. Create a TextFormat object. TextFormat objects contain all the formatting options for
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3. Create a TextField object and use the TextFormat object to format the text it contains. 4. Optionally, add the TextField class to a Sprite object. That means you can use a
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sprite as a container for text. This allows you to use the sprite s properties to do things like add filters or rotate the text. You can rotate only text that uses embedded fonts. (If the font isn t embedded, the text field will be blank.) You can see a working example of how to use an embedded font in the RotationText class (com.friendsofed.utils). Here s a modified version code of the code in that class: //1. Create a text format object var format:TextFormat = new TextFormat(); format.size = 12; format.color = 0x000000; //The name of the font should match //the "name" parameter in the Embed tag format.font = "embeddedFont"; //2. Create a TextField object var textField:TestField = new TextField(); textField.embedFonts = true; textField.autoSize = TextFieldAutoSize.LEFT; textField.text = The text you want to display in the text field ; textField.setTextFormat(format); textField.antiAliasType = flash.text.AntiAliasType.ADVANCED; //3. Create a Sprite object and add the _textContainer to it var textContainer:Sprite = new Sprite(); addChild(textContainer); textContainer.addChild(textField); You ll find more information and some useful links to help you debug problems with embedded fonts in the comments in the RotationText class.
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Embedding images
You can embed images in two ways: At runtime: Images are external to the SWF and are loaded when they re needed. This keeps the size of the SWF small, and is a good idea if you have a large number of images that won t be needed immediately when the game loads. However, there s always a chance that images may not load if network traffic is interrupted. At compile time: Images are embedded directly into the SWF. This is the recommended way to embed images (and other assets) for games because it means that your game won t break if images fail to load for some reason. It means that your SWF will be larger, but that s usually a fair trade to make for increased reliability. The examples in this book use compile-time embedding. Let s take a look at how the image of Mars s moon Phobos is embedded in the AddingVectors example that we looked at earlier in the section about gravity. Figure 2-56 shows its folder structure.
Figure 2-56. The structure of the AddingVectors project The Planet class embeds the image using the Embed metatag. Its source parameter is the path to the phobos.jpg file. [Embed(source="../../assets/images/phobos.jpg")] private var PlanetImage:Class; The image is assigned to its own class, PlanetImage. You can instantiate it like this: var planetImage:DisplayObject = new PlanetImage(); That s really all you need to do to embed and display an image in a class. However, if you want a little more control over how the image is displayed, you ll probably take it a few steps further. To scale the image and use it as a background fill for a shape, you need to import the BitmapData and Matrix classes.
import flash.display.BitmapData; import flash.geom.Matrix; Both of these classes are little mini-universes of complexity in their own right, and we ll look at both of them more closely in later chapters. For now, you need to know that the BitmapData class helps display the image. The Matrix class scales, centers, and rotates it. The drawPlanet method uses these classes to plot the image. It works by scaling the image to the value of _radius. The radius of the planet is provided by the Planet class s constructor arguments in the AddingVectors application class. private var _planet:Planet = new Planet(100, 0x999999, 280); The radius is 100. Its rotation is 280. The image is then used as a bitmap fill for a circle shape (which is also the same size as the radius). The circle shape with the bitmap fill of the image of Phobos is what finally becomes the planet. The following is the entire drawPlanet method. I ve commented each line with a brief description of what it does. The best way to learn how it works is to make some small changes, recompile the AddingVectors class, and observe how your changes affect the display of the planet. private function drawPlanet():void { //1. Create a new instance of the PlanetImage class var planetImage:DisplayObject = new PlanetImage(); //2. Create a BitmapData object to store the image var image:BitmapData = new BitmapData (planetImage.width, planetImage.height, false); //3. Draw the image, and create a new Matrix as a parameter image.draw(planetImage, new Matrix()); //3a. Optionally, create a Matrix to scale (or optionally rotate) the image var matrix:Matrix = new Matrix(); //3b. Find the correct scale for the image based on the size of the planet (its radius) var scale:Number = ((_radius * 2) / planetImage.width); //3c. Adjust the scale by 20% so that the image margins //are slightly cropped var adjustedScale:Number = scale * 1.2; //3d. Apply the scale amount to the matrix matrix.scale(adjustedScale, adjustedScale);
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