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Index
Introducing Starling
Preface
Audience
Assumptions This Book Makes
Conventions Used in This Book
Using Code Examples
Safari® Books Online
How to Contact Us
Content Updates
April 9, 2012
May 9, 2012
November 14, 2012
December 12, 2012
Acknowledgments
1. First Flight
What Is Starling?
Why Starling?
Philosophy
Intuitive
Lightweight
Free
How
Layering Restrictions
Getting Started
Setting Up Your Scene
Wmode Requirements
Stage Quality
Progressive Enhancements
The Display List
Event Model
Event Propagation
Touch Events
Simulating Multi-touch
Texture
Image
Compressed Textures
Collision Detection
Drawing API
Filters
MovieClip
Optimizing for Performance
Release Build
CPU Bound vs GPU Bound
ActionScript Optimizations
Running Hardware Accelerated
State Changes
The Painter’s Algorithm
Texture Atlas
Flat Sprites
Batching with the QuadBatch API
Disable Blending
Use Stage.color
Accessing Width and Height
Disable Interactivity
Optimized Event Model
Handle Lost Context
Juggler
Button
TextField
Embedded Fonts
Native Display List Overlay
Bitmap Fonts
RenderTexture
Tweens
Asset Management
Multi Resolution Development
Static Approach
Dynamic Approach
Handling Screen Resizes
Plugging Starling with Robotlegs
Plugging Starling with Box2D
Particles
About the Author
Copyright
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