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        <title>Starling Wiki - tutorials</title>
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       <dc:date>2026-04-21T03:15:53+00:00</dc:date>
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                <rdf:li rdf:resource="https://wiki.starling-framework.org/tutorials/custom_transitions"/>
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                <rdf:li rdf:resource="https://wiki.starling-framework.org/tutorials/flipping_an_object"/>
                <rdf:li rdf:resource="https://wiki.starling-framework.org/tutorials/how_to_compile_starling_in_fdt"/>
                <rdf:li rdf:resource="https://wiki.starling-framework.org/tutorials/how_to_compile_starling_with_maven"/>
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                <rdf:li rdf:resource="https://wiki.starling-framework.org/tutorials/ios_gyroscope_handler"/>
                <rdf:li rdf:resource="https://wiki.starling-framework.org/tutorials/loading_zip-files_with_the_assetmanager"/>
                <rdf:li rdf:resource="https://wiki.starling-framework.org/tutorials/locating_the_pivot_point_of_a_sprite"/>
                <rdf:li rdf:resource="https://wiki.starling-framework.org/tutorials/modifying_the_color_of_an_image_advanced"/>
                <rdf:li rdf:resource="https://wiki.starling-framework.org/tutorials/modifying_the_color_of_an_image"/>
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    <item rdf:about="https://wiki.starling-framework.org/tutorials/basic_collision_detection">
        <dc:format>text/html</dc:format>
        <dc:date>2014-03-06T21:51:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Basic Collision Detection</title>
        <link>https://wiki.starling-framework.org/tutorials/basic_collision_detection</link>
        <description>Basic Collision Detection

Collision detection is a substantial part of almost all games. Unfortunately it is also a part where lots of CPU cycles can get lost, resulting in choppy game-play and short battery life. In order to keep calculation costs down, it helps to exit collision detection code as soon as possible. Gradually refining the detection complexity helps doing so. Using Starling, we recommend a 3 step approach to collision detection:</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/tutorials/combining_starling_with_other_stage3d_frameworks">
        <dc:format>text/html</dc:format>
        <dc:date>2013-01-14T13:45:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Combining Starling with other Stage3D frameworks</title>
        <link>https://wiki.starling-framework.org/tutorials/combining_starling_with_other_stage3d_frameworks</link>
        <description>Combining Starling with other Stage3D frameworks

Starling was built with 2D in mind, and that&#039;s where it really shines. For 3D games, there are other powerful alternatives -- like Away3D.

However, even a 3D games needs a 2D menu, and other 2D overlays. What if you could use Starling for the 2D parts of those games? Actually, you can do that: you just need to have both engines use the same Stage3D rendering context.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/tutorials/create_stars_background">
        <dc:format>text/html</dc:format>
        <dc:date>2013-03-31T01:47:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Create Stars Background</title>
        <link>https://wiki.starling-framework.org/tutorials/create_stars_background</link>
        <description>Create Stars Background

In Starling, you can create a particle system with PDParticleSystem, it&#039;s usefull, but not everytime.

What if you want create a some background with stars, which fly from left to right, if you create it with PDParticleSystem you get this:</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-04-05T10:34:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Creating color gradients</title>
        <link>https://wiki.starling-framework.org/tutorials/creating_color_gradients</link>
        <description>Creating color gradients

In Starling, gradients are created with the help of the Quad-class. A quad is just a rectangle with a color (but without a texture). And if you look at the interface of the Quad class, you’ll see that you can not only set one color, but four of them: one per vertex. This is a very simple and efficient way to create color gradients.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-04-26T12:08:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Custom transitions</title>
        <link>https://wiki.starling-framework.org/tutorials/custom_transitions</link>
        <description>Custom transitions

To add a custom transition, you have to register a transition function at the Transitions class.

Here is a sample:


Transitions.register(&quot;shakyLinear&quot;,
    function(ratio:Number):Number
    {
       if (ratio == 0.0 || ratio == 1.0) return ratio;
       else return ratio + Math.sin(getTimer() / 100) * 0.1 - 0.05;
    });</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/tutorials/deploying_to_ios_and_android">
        <dc:format>text/html</dc:format>
        <dc:date>2014-10-23T23:39:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Deploying to iOS or Android</title>
        <link>https://wiki.starling-framework.org/tutorials/deploying_to_ios_and_android</link>
        <description>Deploying to iOS or Android

Since AIR 3.4, the SDK contains a very handy command line tool to copy the built packages (“ipa” for iPhone, “apk” for Android) to a device.

Here&#039;s a handy script that copies such a file to a connected device. 

OS X</description>
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        <dc:date>2013-01-22T16:40:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How to find out the current Framerate</title>
        <link>https://wiki.starling-framework.org/tutorials/finding_out_the_fps</link>
        <description>How to find out the current Framerate

Note: Beginning with version 1.1, Starling contains a “showStats” property. Enable it on your Starling instance, and the framerate will be displayed directly on the screen.

To find out the actual frame rate, you can use the following code snippet. Add it e.g. to the constructor of your game class.</description>
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        <dc:date>2012-04-05T10:20:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Flipping an object</title>
        <link>https://wiki.starling-framework.org/tutorials/flipping_an_object</link>
        <description>Flipping an object

Sometimes, you need to flip an object horizontally or vertically. Starling&#039;s display objects do not contain a property that allow you to do so directly. However, it&#039;s easy to do so with the scaleX and scaleY properties. You just have to use negative values!</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-04-06T12:54:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How to compile Starling in FDT</title>
        <link>https://wiki.starling-framework.org/tutorials/how_to_compile_starling_in_fdt</link>
        <description>How to compile Starling in FDT

The current version of PowerFlasher&#039;s FDT Flash IDE prints out several warnings and errors when you want to compile Starling. 

Thankfully, you can easily turn off the errors and warnings in FDT 5.
The tricky thing is to find the correct settings.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/tutorials/how_to_compile_starling_with_maven">
        <dc:format>text/html</dc:format>
        <dc:date>2016-11-16T17:11:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How to compile Starling with Maven</title>
        <link>https://wiki.starling-framework.org/tutorials/how_to_compile_starling_with_maven</link>
        <description>How to compile Starling with Maven

Introduction
remove“”


Maven is a powerful build system, like Ant, but it&#039;s more universal, with strict workflow and build phases. Furthermore, it supports dependency management out-the-box. Flex Framework, Robotlegs, as3commons and many other libraries are available via public repositories, and there is no need to collect</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/tutorials/image_tiling">
        <dc:format>text/html</dc:format>
        <dc:date>2012-06-16T21:29:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title></title>
        <link>https://wiki.starling-framework.org/tutorials/image_tiling</link>
        <description>Tiling images is relatively simple, but can be made even simpler and more efficient by adding this snippet into your Starling source.

Open starling\src\starling\display\Image.as

Beneath the getTexCoords function, paste this:


//Tiles texture, give number of horizontal and vertical tiles
public function tile(horizontally:int,vertically:int):void{
	setTexCoords(1,new Point(horizontally,0));
	setTexCoords(2,new Point(0,vertically));
        setTexCoords(3,new Point(horizontally,vertically));
}</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2013-05-29T20:41:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title></title>
        <link>https://wiki.starling-framework.org/tutorials/ios_gyroscope_handler</link>
        <description>This class handles the gyroscope. You need to initialize in the main class of the game. Once the init() function is called, you are ready to read the gyroscope anywhere in your program, because it&#039;s a static class. No instantiation is necesary. 

You will need the EulerGyroscope Class, google it.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/tutorials/loading_zip-files_with_the_assetmanager">
        <dc:format>text/html</dc:format>
        <dc:date>2014-06-12T14:40:10+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Loading Zip-Files with the AssetManager</title>
        <link>https://wiki.starling-framework.org/tutorials/loading_zip-files_with_the_assetmanager</link>
        <description>Loading Zip-Files with the AssetManager

Per default, the AssetManager cannot work with Zip-Files. However, you can add this functionality yourself by extending the class. As luck would have it, the sample class below does just that. 

	*  To extract the zip-files, I&#039;m using</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/tutorials/locating_the_pivot_point_of_a_sprite">
        <dc:format>text/html</dc:format>
        <dc:date>2012-10-25T06:58:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Locating the Pivot Point of a Sprite</title>
        <link>https://wiki.starling-framework.org/tutorials/locating_the_pivot_point_of_a_sprite</link>
        <description>Locating the Pivot Point of a Sprite

If you use Flash CS to design your sprites , you may oftentimes draw your graphics with the registration point on the “center” of your frame (i.e not the topleft). So how do you locate the pivot point which corrosponds to the cross in the center of your movieClip? Just follow these steps:</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/tutorials/modifying_the_color_of_an_image_advanced">
        <dc:format>text/html</dc:format>
        <dc:date>2018-05-14T10:39:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Modifying the Color of an Image (Advanced)</title>
        <link>https://wiki.starling-framework.org/tutorials/modifying_the_color_of_an_image_advanced</link>
        <description>Modifying the Color of an Image (Advanced)

If you haven&#039;t already, please visit Modifying the Color of an Image! This tutorial is intended to provide further insight in how to better control the tinting process.


var image:Image = new Image(texture);

image.color = 0xA1B2C3;


So what does the above code do exactly? That&#039;s what we&#039;re here to find out!</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/tutorials/modifying_the_color_of_an_image">
        <dc:format>text/html</dc:format>
        <dc:date>2015-04-22T12:46:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Modifying the Color of an Image</title>
        <link>https://wiki.starling-framework.org/tutorials/modifying_the_color_of_an_image</link>
        <description>Modifying the Color of an Image

Have you ever wondered why Starling&#039;s Image class contains a color-property? Well, you can use that property to tint a texture in any color! 

While this can be used for different things, e.g. highlighting items of interest, I want to show you an especially useful way to save texture memory.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/tutorials/scrolling_image_tiling">
        <dc:format>text/html</dc:format>
        <dc:date>2014-02-20T19:53:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title></title>
        <link>https://wiki.starling-framework.org/tutorials/scrolling_image_tiling</link>
        <description>This snipet creates a scrolling background.

The image must be 256×256, 512×512 or something like that.


package screens.scrollingStarField
{
	import flash.geom.Point;
	
	import starling.display.BlendMode;
	import starling.display.Image;
	import starling.display.Sprite;
	import starling.events.EnterFrameEvent;
	import starling.textures.Texture;
	
	public class ScrollingStarField extends Sprite
	{
		[Embed(source=&quot;data/starfield.png&quot;)] private const StarField1:Class;
		[Embed(source=&quot;data/starfi…</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/tutorials/start">
        <dc:format>text/html</dc:format>
        <dc:date>2025-09-08T07:35:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Tutorials &amp; Code Snippets</title>
        <link>https://wiki.starling-framework.org/tutorials/start</link>
        <description>Tutorials &amp; Code Snippets

This section contains extensive tutorials that help you to get started on different topics of game development with Starling. Feel free to add your own tutorials to this list, and to add links to external resources!

Video Tutorials</description>
    </item>
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