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    <item rdf:about="https://wiki.starling-framework.org/extensions/adobe-animate">
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        <dc:date>2023-10-16T14:19:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Adobe Animate</title>
        <link>https://wiki.starling-framework.org/extensions/adobe-animate</link>
        <description>Adobe Animate

Overview

For a long time, Animate CC has been offering a “Sprite Sheet” export option. In Starling terminology, it created a TextureAtlas: one big texture that includes SubTextures for each frame of the timeline -- ready to be loaded into Starling&#039;s</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:03:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Advanced Joystick</title>
        <link>https://wiki.starling-framework.org/extensions/advanced_joystick</link>
        <description>Advanced Joystick

Overview

There is a lot of information on how to use this Virtual Joystick at it&#039;s GitHub page. The README file offers a lot of useful tips. This Virtual Joystick is fantastic for Mobile Devices and works like a charm with the Hardware Acceleration from Starling! If you would like to see a Demo of this skinnable JoyStick, please visit:</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/asset-caching">
        <dc:format>text/html</dc:format>
        <dc:date>2018-06-05T13:01:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Asset Caching</title>
        <link>https://wiki.starling-framework.org/extensions/asset-caching</link>
        <description>Asset Caching

Overview

If your application or game loads assets (e.g. textures) from the server each time it starts, it makes sense to cache these files locally. This extension does just that. Once an asset has been downloaded, it is cached in the</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/bezier_easing">
        <dc:format>text/html</dc:format>
        <dc:date>2018-06-18T23:19:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Bezier Easing</title>
        <link>https://wiki.starling-framework.org/extensions/bezier_easing</link>
        <description>Bezier Easing

Overview

Easing transition compatible with Staring&#039;s Tween engine and Greensock&#039;s.
Works like CSS&#039;s cubic-bezier.

You can create you own custom easing curves here.

Demo:


// option 1, register by name
Transitions.register(&quot;sharp&quot;, BezierEase.config(0.4,0,0.6,1));
Starling.juggler.tween( obj, 1, {y: 400, transition: &quot;sharp&quot; });
 
// option 2, use directly.
Starling.juggler.tween( obj, 1, {y: 400, transitionFunc: BezierEase.config(0,0,0.2,1) });</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/chromatic-aberration">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-07T14:50:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Chromatic Aberration Filter</title>
        <link>https://wiki.starling-framework.org/extensions/chromatic-aberration</link>
        <description>Chromatic Aberration Filter

Overview

A custom filter for Chromatic Aberration effect, as an extension for Starling 2.



Usage:


var filter:CAFilter = new CAFilter();
filter.angle = 2;
filter.intensity = 20;
mySprite.filter = filter;


Authors:</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/clippedsprite">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:03:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ClippedSprite</title>
        <link>https://wiki.starling-framework.org/extensions/clippedsprite</link>
        <description>ClippedSprite

Overview
“”



This class, a subclass of Sprite, allows you to clip the Sprite&#039;s content in a rectangular area. The mask is always given in stage coordinates and cannot be rotated.

Beware that the clipping rectangle does not affect the bounds of the sprite, i.e. the</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-01-07T14:55:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Colortransform</title>
        <link>https://wiki.starling-framework.org/extensions/colortransform</link>
        <description>Colortransform

Overview

The use of this style is almost exactly similar to the native flash.displayColorTransform.

Here&#039;s a simple example on how to turn a fuchsia texture to blue.


var image : Image = new Image(Texture.fromColor(256, 256, 0xFF00FF));
image.style = new ColorTransformStyle(0, 0, 1);
addChild(image);</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/creating_an_extension">
        <dc:format>text/html</dc:format>
        <dc:date>2012-04-05T14:12:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Creating an Extension for Starling</title>
        <link>https://wiki.starling-framework.org/extensions/creating_an_extension</link>
        <description>Creating an Extension for Starling

First of all: Thanks for creating an extension for Starling!

As you might know, one of Starling&#039;s top priorities is to stay as lightweight and simple as possible. At the same time, we don&#039;t want users to reinvent the wheel all the time</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/cross-texture-batching">
        <dc:format>text/html</dc:format>
        <dc:date>2016-04-12T12:28:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Cross-Texture Batching</title>
        <link>https://wiki.starling-framework.org/extensions/cross-texture-batching</link>
        <description>Cross-Texture Batching

Overview

Per default, if objects in your scene use textures from multiple atlases, they will end up in separate draw calls. It&#039;s a huge challenge to optimize your scene in a way that keeps the number of draw calls as small as possible.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/distancefieldfont">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Distancefieldfont</title>
        <link>https://wiki.starling-framework.org/extensions/distancefieldfont</link>
        <description>Distancefieldfont

Overview

DistanceFieldFont is an extension for starling and FeathersUI to use Distance Field Fonts instead of normal Bitmap fonts.

You can read more on Distance Field Fonts here:

	*  Siggraph 2007 - Improved Alpha-Tested Magnification for Vector Textures
	*  LibGDX Distance Field Fonts

Currently there is no easy way to create the fonts. The program I have found is called SDFont. Do a search on Google for it. Also this currently exports the font file as a text and not XML.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/dynamic_lighting">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-07T15:02:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Dynamic Lighting</title>
        <link>https://wiki.starling-framework.org/extensions/dynamic_lighting</link>
        <description>Dynamic Lighting

Overview

These classes add support for dynamic lighting to the Starling Framework. This allows you to use normal maps for realistic lighting effects of 2D objects.
baselineConstrained

Demo



The three symbols at the top represent the light sources, which can be turned on and off. 
The circle with the</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/dynamic_texture_atlas_generator">
        <dc:format>text/html</dc:format>
        <dc:date>2016-09-02T14:32:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Dynamic Texture Atlas Generator</title>
        <link>https://wiki.starling-framework.org/extensions/dynamic_texture_atlas_generator</link>
        <description>Dynamic Texture Atlas Generator

Overview

The Asynchronous Texture Atlas Generator is a tool which you can run before your Game loads to convert the Vector Assets (symbols) in your Flash Professional library into TextureAtlases and Starling MovieClips and Images you can use in your Game.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/encrypt_assets">
        <dc:format>text/html</dc:format>
        <dc:date>2015-11-12T19:02:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Encrypt Assets</title>
        <link>https://wiki.starling-framework.org/extensions/encrypt_assets</link>
        <description>Encrypt Assets

Overview

This is the command-line application that can encrypt files in two ways: Hard and Soft.
Hard does the encryption on the whole file and Soft does that only to a part of it (in this case images will be quite corrupted and decrypting will be very fast).</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/feathers-extension-datagrid">
        <dc:format>text/html</dc:format>
        <dc:date>2016-11-25T21:26:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title></title>
        <link>https://wiki.starling-framework.org/extensions/feathers-extension-datagrid</link>
        <description></description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/feathers-extension-tabbed-application">
        <dc:format>text/html</dc:format>
        <dc:date>2016-11-25T21:27:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Changelog</title>
        <link>https://wiki.starling-framework.org/extensions/feathers-extension-tabbed-application</link>
        <description>Changelog

	*  2016/02/27 16:48: First public version</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/feathers-extensions">
        <dc:format>text/html</dc:format>
        <dc:date>2018-10-06T19:19:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Feathers Extensions</title>
        <link>https://wiki.starling-framework.org/extensions/feathers-extensions</link>
        <description>Feathers Extensions

Overview

This project add controls to Feathers UI :

	*  Canvas control supports basic vector drawing functionality.

	*  CircleProgress control displays the progress of a task over time.

	*  ColorPicker control provides a way for a user to choose a color from a spectrum.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-02-18T11:01:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Feathers</title>
        <link>https://wiki.starling-framework.org/extensions/feathers</link>
        <description>Feathers</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:06:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>FFParticleSystem</title>
        <link>https://wiki.starling-framework.org/extensions/ffparticlesystem</link>
        <description>FFParticleSystem

Overview

[live demo]

This is particle system is based on and compatible to the original but provides some additional features and various performance improvements. Thanks a lot to Colin Northway (Incredipede) sponsoring this extension created for his upcoming game.

Important:</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/flair-gradle-plugin">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-25T09:55:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Flair-gradle-plugin</title>
        <link>https://wiki.starling-framework.org/extensions/flair-gradle-plugin</link>
        <description>Flair-gradle-plugin

Overview

Flair is a gradle plugin that helps you build Adobe AIR projects (ios, android and desktop). Flair comes up with all tasks you may already use with Ant (compile, install, launch, etc...) but also with all files you need to start working on your projects. Last but not least Flair greatly improves resource management using an Android like approach.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/fluocam">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:06:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Fluocam</title>
        <link>https://wiki.starling-framework.org/extensions/fluocam</link>
        <description>Fluocam

Preview

Download Example:
 &lt;https://github.com/Fluocode/Fluocam/releases/download/0.8/sample.zip&gt;

Zoom: CTRL + MOUSE DRAG

Move target cam: On static bird drag the mouse

&lt;flash center 550×400 :extensions:fluocam.swf&gt;
wmode direct
&lt;/flash&gt;

Installation

a. If you’re using a Starling swc, you’ll need to create a starling.extensions package in your src folder.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/fullscreen-no-stretch">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:06:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Fullscreen No Stretch</title>
        <link>https://wiki.starling-framework.org/extensions/fullscreen-no-stretch</link>
        <description>Fullscreen No Stretch

Overview

This extension creates a second stage which sits on top of the root starling stage, allowing the root stage to stretch to fit the size of the screen without distorting your assets. The second stage maintains your desired aspect ratio, scaling up using the</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/gaplessloopedsound">
        <dc:format>text/html</dc:format>
        <dc:date>2016-09-28T09:55:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>GaplessLoopedSound</title>
        <link>https://wiki.starling-framework.org/extensions/gaplessloopedsound</link>
        <description>GaplessLoopedSound

Overview

Starling2D extension to allow playing of looped mp3&#039;s without the &#039;click&#039; as it loops (due to the issue with mp3 frame sizes).

In short mp3&#039;s are terrible for looping. The way the codec works you end up with encoder and decoder delay at the start and potential padding at the end. When this plays you gets little gap when it loops :(</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/gauge">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-11T12:23:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Gauge</title>
        <link>https://wiki.starling-framework.org/extensions/gauge</link>
        <description>Gauge

Overview

[A sample gauge in its various stages.]

This extension class displays a texture that is trimmed towards the left side (depending on a ratio value). This can be used to create a progress bar or a rest-time display.

You control the gauge by changing its ratio property to a value between 0 and 1.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/gazman-sdk">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:06:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Gazman-sdk</title>
        <link>https://wiki.starling-framework.org/extensions/gazman-sdk</link>
        <description>Gazman-sdk

Overview

Gazman UI it&#039;s a great choice for building professional games and applications. It makes order and increase readability. Browse live component explorer here.

Changelog

	*  2014/03/08 21:41: First public version

Source Code

Source code could be found on</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/god_rays">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-15T08:54:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>God Rays</title>
        <link>https://wiki.starling-framework.org/extensions/god_rays</link>
        <description>God Rays

Overview

A quad that efficiently draws a 2D light ray effect on its surface. That&#039;s useful for adding atmospheric effects, like the typical effects you see
underwater or in a forest. (Demo Source.)



Play around with the different settings to make it suit the style you want. In addition
to the class-specific properties, you can also assign an overall color or different colors
per vertex.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/graphics">
        <dc:format>text/html</dc:format>
        <dc:date>2016-09-22T05:37:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Graphics</title>
        <link>https://wiki.starling-framework.org/extensions/graphics</link>
        <description>Graphics

Overview


This extension adds a suite of graphics primitives such as Planes, Fills and Strokes. These are starling display objects that are automatically triangulated for fast rendering on the GPU.

These primitives can be manipulated directly, or created on your behalf by using a familiar graphics</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/handlesheet">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:06:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>HandleSheet</title>
        <link>https://wiki.starling-framework.org/extensions/handlesheet</link>
        <description>HandleSheet

Overview

Use one finger touching to moving 、 rotating and scaling on Starling

Baseed on Starling 實現單手簡單操作物件位移 、旋轉和縮放



Demo (&lt;http://proj.lamb-mei.com/handlesheet/&gt;)

Feature

What feature in HandleSheet:

	*  one finger touch control button to rotating and scaling</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/htmlbitmapfonts">
        <dc:format>text/html</dc:format>
        <dc:date>2015-05-29T08:08:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>HTMLBitmapFonts</title>
        <link>https://wiki.starling-framework.org/extensions/htmlbitmapfonts</link>
        <description>HTMLBitmapFonts

Overview

HTMLTextField is a Starling TextField for using with simplified html notation.

ACCEPTED TAGS:

	*  bold : &lt;b&gt;&lt;/b&gt;
	*  italic : &lt;i&gt;&lt;/i&gt;
	*  underlined : &lt;u&gt;&lt;/u&gt;
	*  size : &lt;size=“10”&gt;&lt;/size&gt; or &lt;s=“10”&gt;&lt;/s&gt;
	*  colors : &lt;c=</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/layered_object">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:06:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Layered Object</title>
        <link>https://wiki.starling-framework.org/extensions/layered_object</link>
        <description>Layered Object

Overview

This extension adds special type of DisplayObjectContainer with layers. Developer can link several DisplayObjects together and manipulate their transform as a whole. Such logic of display fits very well for games with top-down view. Consider following example:</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/multidirectional_tile_scroller">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-07T15:13:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Multidirectional Tile Scroller</title>
        <link>https://wiki.starling-framework.org/extensions/multidirectional_tile_scroller</link>
        <description>Multidirectional Tile Scroller

Overview

MultidirectionalTileScroller is a Starling framework extension that easily facilitates multidirectional scrolling of a tiled texture.



After instantiating the object with a width, height and texture, scrolling can be achieved simply by supplying speed and angle arguments prior to or during a play() method call.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/particlesystem">
        <dc:format>text/html</dc:format>
        <dc:date>2022-02-16T12:56:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ParticleSystem</title>
        <link>https://wiki.starling-framework.org/extensions/particlesystem</link>
        <description>ParticleSystem

Overview



This class provides an easy way to display particle systems.

Particle Systems can be used to create special effects like explosions, smoke, snow, fire, etc. To provide that flexibility, it can be configured with numerous settings that control particle movement, size, color, etc.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/pixel_perfect_touch">
        <dc:format>text/html</dc:format>
        <dc:date>2019-04-08T14:53:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Pixel Perfect Touch</title>
        <link>https://wiki.starling-framework.org/extensions/pixel_perfect_touch</link>
        <description>Pixel Perfect Touch

Overview

This extension class allow you to create an Image display object that is touchable only at the points where alpha is 0 (or higher – by using the threshold parameter).

Usage


//First we must create hitArea for a bitmapaData used in Image.
var myBitmap:Bitmap = new MyBitmap ();
var hit_1:PixelHitArea = new PixelHitArea ( myBitmap, .2); // second arg is sampling for bitmapData
//or
var hit_2:PixelHitArea = new PixelHitArea ( myBitmap, .5, &#039;area_name&#039;);
//then
trace …</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/pixelmask">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-07T15:38:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Pixelmask</title>
        <link>https://wiki.starling-framework.org/extensions/pixelmask</link>
        <description>Pixelmask





IMPORTANT NOTE

This extension is used to achieve “soft” alpha-based masking and has non-trivial performance requirements, especially at larger sizes. It is recommended only for small UI elements such as button shimmers.

Stencil-masks may be a better route to take for your masking needs, and are much faster with lower memory footprint. However, they do not support soft alpha masking so the edges will be pixelated. It is up to you to decide which mask to use, but please know that …</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/quad_section">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-07T15:41:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Quad Section</title>
        <link>https://wiki.starling-framework.org/extensions/quad_section</link>
        <description>Quad Section

Overview

A Starling Mesh that displays a slice of a quad (just like a pie chart, but rectangular). Useful e.g. for a circular progress indicator, or as a mask for screen transitions.



The QuadSection class can be used almost like the normal &#039;Quad&#039; class. 
Use the</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/quadtreesprite">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>QuadtreeSprite</title>
        <link>https://wiki.starling-framework.org/extensions/quadtreesprite</link>
        <description>QuadtreeSprite

Overview

QuadtreeSprite is a Starling extensions which is useful when you need a container for large amount of children DisplayObjects which are usually not visible on the screen at the same time. Perfect use-case: Large 2D world map.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/ribbontrail">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T16:56:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>RibbonTrail</title>
        <link>https://wiki.starling-framework.org/extensions/ribbontrail</link>
        <description>RibbonTrail

Overview



//0 - 2 - 4 - 8 - 9
//| / | / | / | / |
//1 - 3 - 5 - 7 - 10

var ribbonTrail:RibbonTrail = new RibbonTrail(texture, 20);
ribbonTrail.setStarToEndAlpha(1.0, 0);
ribbonTrail.setStarToEndColor(0xFFFFFF, 0);
ribbonTrail.isPlaying = true;
addChild(ribbonTrail);</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/s3d_assetmanager">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>S3d AssetsLibrary</title>
        <link>https://wiki.starling-framework.org/extensions/s3d_assetmanager</link>
        <description>S3d AssetsLibrary

Overview

AssetsLibrary is a extension help you to manage Assets eg. loadAsset dispose or use TextureAtlas
reuse texture and automatic choose HD or SD texture by new property contentScaleFactor (new feature starling 1.1) read at</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/sap">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-29T10:54:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>SAP Particles Extension</title>
        <link>https://wiki.starling-framework.org/extensions/sap</link>
        <description>SAP Particles Extension

Overview

SAP is a port of Alternativa3D Particle System to Starling Framework. This particle system is really well optimized for rendering on mobile. All particle data goes to GPU through vertexconstants. There are no any vertexbuffer uploads each frame.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/scrollimage">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ScrollImage</title>
        <link>https://wiki.starling-framework.org/extensions/scrollimage</link>
        <description>ScrollImage

Overview

ScrollImage is display object with a repeated texture. It can contain even 16 layers (ScrollTile), but all must use this same base texture. ScrollImage use shaders to repeat texure so we can use any texture (concret or from atlas). If necessary UV offset and other tranformation like rotation/scale/color can be changed without upload new buffers to GPU.
It is a perfect high optimized solution for a scrolling backgrounds or other effects</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/shapes">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Shapes</title>
        <link>https://wiki.starling-framework.org/extensions/shapes</link>
        <description>Shapes

Overview

Adds vector graphics capabilities to Starling: Disks, Circles, Lines and Polygons.

Copyright 2014, Fovea

This extension was developed for the game Shyring. See it in action!

Why?

Why another extension, when there&#039;s already the Starling Graphics Extension?</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/shinefilter">
        <dc:format>text/html</dc:format>
        <dc:date>2018-06-18T22:47:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Shinefilter</title>
        <link>https://wiki.starling-framework.org/extensions/shinefilter</link>
        <description>Shinefilter

Overview

This filter is just a conversion from the ShineFilter extension available as an extension for Starling 1.x. I re adapted for use in Starling 2.1.

Add sample source code like this:


// Example
var shineFlt:ShineFilter = new ShineFilter();
shineFlt.rgbTint = Vector.&lt;Number&gt;([1, 1, .7]);
_msgTextField.filter = new FilterChain(new GlowFilter(0xFF6600, 0.6, 2), shineFlt);
// or single filter
_msgTextField.filter = shineFlt;

// as per the old extension you can set also positi…</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/signed-distance-field">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-07T15:44:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Signed Distance Field MeshStyle</title>
        <link>https://wiki.starling-framework.org/extensions/signed-distance-field</link>
        <description>Signed Distance Field MeshStyle

WARNING


Distance Field Fonts

Demo



Overview

Signed distance field rendering is a technique that allows render bitmap fonts with crispy result while upscaling.

If you have not heard anything about this before, please, read this libgdx article.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/slotmachine">
        <dc:format>text/html</dc:format>
        <dc:date>2015-10-14T11:39:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Slotmachine</title>
        <link>https://wiki.starling-framework.org/extensions/slotmachine</link>
        <description>Slotmachine

Overview

Starling extension to handle reels/wheels rotations. mostly used for slot machine games.

It does not support different icon width or height in the same column.

It does support:
  transitions-based rotation
  async answer from the server (keeps rotating if no answer was given)
  stop rotation with bounce
  Mobile, Desktop and Browsers (tested on Android and Windows desktop)</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/soundliteas3">
        <dc:format>text/html</dc:format>
        <dc:date>2015-12-01T07:43:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>SoundLiteAS3</title>
        <link>https://wiki.starling-framework.org/extensions/soundliteas3</link>
        <description>SoundLiteAS3

Why SoundLite?

SoundLiteAS3 is the result of thinking why does a game developer need to code certain game sound related tasks again and again, even though they are simple.

For your game it allows very quick integration of features like</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/spriteranimation">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Spriteranimation</title>
        <link>https://wiki.starling-framework.org/extensions/spriteranimation</link>
        <description>Spriteranimation

Overview

New Spriter animation playback. Supports Spriter version B5. Including bone animation support.


var atlas:TextureAtlas = AssetManager.getTextureAtlas(&quot;player-atlas&quot;);     // load the texture atlas
var xml:XML = AssetManager.getXml(&quot;player&quot;);                               // load the scml
var name:String = &quot;player&quot;;

var s:Spriter = new Spriter (name, xml, atlas);                             // create an instance of a spriter animation
s.play (&quot;idle&quot;);

addChild(s);
S…</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/spriteras">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>SpriterAS</title>
        <link>https://wiki.starling-framework.org/extensions/spriteras</link>
        <description>SpriterAS

Overview

Library for playing back Spriter Animation Files (SCML).

Spriter is a Skeletal animation based tool that was funded on Kickstarter in 2012. It allows you to create smooth 60fps animations, with a very small texture memory footprint.

SpriterAS is a highly optimized plugin for Starling, it can render close to 80 animations on low performance devices such as iPad 1 and iPhone 4, and much higher than that on more powerful devices. Each animations typically consist of 6-8 indiv…</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/spritermc">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>SpriterMC</title>
        <link>https://wiki.starling-framework.org/extensions/spritermc</link>
        <description>SpriterMC

Overview

SpriterMC is a Starling implementation for importing skeletal (and non-skeletal) animations generated with  Spriter, complete with a familiar API mimicking Starling MovieClip. Features include SpriterMC generation from an existing TextureAtlas or individual assets (a TextureAtlas is generated from assets dynamicall), bone support, ability to create multiple instances with low overhead, Framerate-independant and adjustable playback speed and playback direction, swap entire te…</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/sqlsave">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>SQLsave</title>
        <link>https://wiki.starling-framework.org/extensions/sqlsave</link>
        <description>SQLsave

Overview

This is a simple class that works just like the SharedObjects in flash.  Essentially, it just saves an object into an encrypted SQL database.  It should work well for storing the information most games need to store, like the current level or a username.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/stardust-engine">
        <dc:format>text/html</dc:format>
        <dc:date>2025-05-18T18:11:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Stardust-engine</title>
        <link>https://wiki.starling-framework.org/extensions/stardust-engine</link>
        <description>Stardust-engine

Overview

Stardust is a particle engine originally developed for AS3. We have extended its functionality and made an effect editor for it.

Features:

	*  Effect editor with live preview.
	*  Loader/playback library, that makes simulation integration easy.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/starling_timer">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Timer</title>
        <link>https://wiki.starling-framework.org/extensions/starling_timer</link>
        <description>Starling Timer

Overview

This class is designed to work as much like the flash.utils.Timer class as possible.
There is additional parameter, pass in a reference to a Juggler to handle updates.

Add sample source code like this:


var myTimer:StarlingTimer = new StarlingTimer(Starling.juggler, 25, 0);
myTimer.addEventListener(StarlingTimerEvent.TIMER, onTimerUpdate);
myTimer.addEventListener(StarlingTimerEvent.TIMER_COMPLETE, onTimerComplete);
// To start
myTimer.start();
// To stop;
myTimer.sto…</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/starling-extension-batchrenderer">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Batch Renderer</title>
        <link>https://wiki.starling-framework.org/extensions/starling-extension-batchrenderer</link>
        <description>Batch Renderer

Overview

Please visit BatchRenderer GitHub page for a more detailed description.

To use it, first you need to subclass BatchRenderer class:


use namespace renderer_internal;

public class TexturedGeometryRenderer extends BatchRenderer {
    public static const POSITION:String         = &quot;position&quot;;
    public static const UV:String               = &quot;uv&quot;;

    public static const INPUT_TEXTURE:String    = &quot;inputTexture&quot;;

    private var _positionID:int, _uvID:int;

    // shader…</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/starling-extension-calllater">
        <dc:format>text/html</dc:format>
        <dc:date>2016-11-19T08:40:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>callLater</title>
        <link>https://wiki.starling-framework.org/extensions/starling-extension-calllater</link>
        <description>callLater

Overview

This project adds a callLater method to Starling Framework like Apache Flex.


&lt;?xml version=&quot;1.0&quot; encoding=&quot;utf-8&quot;?&gt;
&lt;f:Application xmlns:fx=&quot;http://ns.adobe.com/mxml/2009&quot;
  xmlns:f=&quot;library://ns.feathersui.com/mxml&quot;
  theme=&quot;feathers.themes.MetalWorksDesktopTheme&quot;
  creationComplete=&quot;creationCompleteHandler()&quot;&gt;  
  &lt;fx:Script&gt;
    &lt;![CDATA[
      import starling.extensions.utils.callLater;
      import feathers.data.ListCollection;
      private var listCollection:ListCol…</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/start">
        <dc:format>text/html</dc:format>
        <dc:date>2023-09-25T18:39:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Extensions</title>
        <link>https://wiki.starling-framework.org/extensions/start</link>
        <description>Extensions

Starling is lucky to be supported by many great people and talented programmers.
Many of those have already created numerous add-on classes you can use in your game.

This page lists all extensions that are available, giving you a simple means to browse through them and cherry-pick those you can use in your game. If you want to create and share your own extension, visit this page to find out how to do it:</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/styledbitmapfont">
        <dc:format>text/html</dc:format>
        <dc:date>2017-11-16T10:30:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>StyledBitmapFont</title>
        <link>https://wiki.starling-framework.org/extensions/styledbitmapfont</link>
        <description>StyledBitmapFont

Overview

This extension allows to colorize parts of a TextField, similar to what&#039;s possible with HTML text. Decorate the substring to be colorized with a simple XML-like syntax.



This extension consists of the class StyledBitmapFont</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/syrinx-sound-manager">
        <dc:format>text/html</dc:format>
        <dc:date>2020-10-01T06:58:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Syrinx - Sound Manager</title>
        <link>https://wiki.starling-framework.org/extensions/syrinx-sound-manager</link>
        <description>Syrinx - Sound Manager

Overview

Syrinx is a Sound Manager System which allows to play &amp; handle sounds.

Key features

	*  MP3 &amp; WAV formats support
	*  Tracks registration / configuration management
	*  Intuitive &amp; friendly API
	*  Seamless sound looping via silence trimming and/or WAV files format</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/texture_mask">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-07T15:47:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Texture Mask</title>
        <link>https://wiki.starling-framework.org/extensions/texture_mask</link>
        <description>Texture Mask

Overview

Starling 1.7 added support for stencil masks via a new property on display objects (“mask”). One way to create such a mask is to use the new “Canvas” class for drawing a vector shape. 

However, for complex shapes, it&#039;s easier to simply use the pixels of a certain texture as a mask. That&#039;s what this class is for.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/timer">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-11T13:06:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Timer</title>
        <link>https://wiki.starling-framework.org/extensions/timer</link>
        <description>Timer

Overview

Behaves exactly like flash.utils.Timer, though is more lightweight and is more accurate when the delay is set to very small numbers.

The only difference in implementation is that there isn&#039;t an associated TimerEvent; it dispatches a standard Starling Event and its event strings are members of its class.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/tlfsprite">
        <dc:format>text/html</dc:format>
        <dc:date>2021-08-15T15:08:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>TLFSprite</title>
        <link>https://wiki.starling-framework.org/extensions/tlfsprite</link>
        <description>TLFSprite

Overview

TLFSprite is an alternative solution to starling.text.TextField when needing to render sprites of text from OpenType and TrueType fonts (both device and CFF embedded). TLFSprite uses the external Text Layout Framework engine: &lt;http://sourceforge.net/adobe/tlf/home/Home/&gt; as opposed to the classic flash.text.TextField to render text.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/tmx_loader">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Tmx Loader</title>
        <link>https://wiki.starling-framework.org/extensions/tmx_loader</link>
        <description>Tmx Loader

Overview

This extension will load TMX files created in the Tiled application which can be found here &lt;http://www.mapeditor.org/&gt;

It is not set up into packages so you can set it up as you see fit. This extension enables easy tile maps using starling. It creates dynamic texture atlases for each tilesheet.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/tmx_maps">
        <dc:format>text/html</dc:format>
        <dc:date>2015-03-11T14:05:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>TMX Maps</title>
        <link>https://wiki.starling-framework.org/extensions/tmx_maps</link>
        <description>TMX Maps

Overview

This extension is based on the one created by Shaun Mitchell, and allows a starling game to load and display a TMX Tilemap created using Tiled

The major contributions include:

	*  Compatible with Starling v1.3
	*  Target is Tiled v0.9.0
	*  Ability to use tilesets with margins and spacing</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/wave-filter">
        <dc:format>text/html</dc:format>
        <dc:date>2021-01-07T15:51:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Wave Filter</title>
        <link>https://wiki.starling-framework.org/extensions/wave-filter</link>
        <description>Wave Filter

Overview

A custom filter for Wave effect, as an extension for Starling2




//creating and configuring the WaveFilter
var waveFilter:WaveFilter = new WaveFilter();
var linear_source:WaveSource = new WaveSource(WaveSource.LINEAR, .01, .5, 50, 30);
var radial_source:WaveSource = new WaveSource(WaveSource.RADIAL, .02, 5, 60, 5, new Point(.3,.3), 1);

waveFilter.addWaveSource(linear_source);
waveFilter.addWaveSource(radial_source);			
starling.juggler.add(waveFilter);


//creating an I…</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/zindex">
        <dc:format>text/html</dc:format>
        <dc:date>2015-10-14T11:50:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Zindex</title>
        <link>https://wiki.starling-framework.org/extensions/zindex</link>
        <description>Zindex

Overview

Simple class to help sorting objects by zindex. Useful if you need to integrete some kind of visual editor project in starling.

Usage:

Add object: 
LayerSorter.add_obj(display_object_container,display_object,zindex); 
Remove object: 
LayerSorter.remove_obj(display_object_container,display_object); 
Remove all from container: 
LayerSorter.remove_all(display_object_container);</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/extensions/zipped-assets">
        <dc:format>text/html</dc:format>
        <dc:date>2018-06-04T12:41:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Zipped Assets</title>
        <link>https://wiki.starling-framework.org/extensions/zipped-assets</link>
        <description>Zipped Assets

Overview

Some assets, especially JSON and XML files, can take up quite a lot of disk space. That can increase the install size of an app or game significantly. 

Fortunately, though, many of those assets also compress very well when zipped</description>
    </item>
</rdf:RDF>
