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Links

Here are the most important links to get you started with HaxeFlixel:

If you want to contribute code or report an issue, please check our CONTRIBUTING.md.

Platforms

Thanks to being built on top of Haxe and OpenFL, HaxeFlixel can target the following platforms natively:

About

HaxeFlixel has its roots in the original ActionScript 3 version of Flixel, created by Adam “Atomic” Saltsman. It was started by Alexander Hohlov in 2011, initially as a straightforward Haxe port of the AS3 codebase and Richard Davey's Flixel Power Tools.

Thanks to the efforts of the core team as well as over 100 contributors, today's version of HaxeFlixel far surpasses the capabilities of the original. Not only has the core engine seen many substantial improvements and new features, there is also a far richer ecosystem with additional libaries and over 80 demo projects to learn from.

flixel's People

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flixel's Issues

FlxSound problem in cpp target

Demo crashes randomly. And I'm sure that problem is in FlxSound class because when I switch off all the sounds in the application problem dissapears.

Haxelib

Gday cant wait to test this in haxe :)
I am having issues on my windows setup, am I doing something wrong?

In a new folder I type command;

haxelib run flixel -name Test-Flixel -class Test -screen 700 900

Then I test with;

nme test Test-Flixel.nmml flash

And I get error from flash player;

VerifyError: Error #1053: Illegal override of set_color in org.flixel.FlxText.

Is there an extra step I missed to embed assets or something?

Also it asked me to haxelib install HaxeFlixel after I installed just haxelib install flixel, it looks like the "" on the template generator is still using the old setup in the newly named haxelib flixel yeh?

Rework render pipeline for cpp target

Rule of thumb for mobile devices: avoid copypixels & draw methods. Use the display list with Bitmaps or DisplayObject with graphic.drawTiles / drawTriangles. That's the fastest way to go.

New Asset Management

How about implementing an easier asset management?
There should be an easier way than creating static vars and classes...

WebOS support

Do you have plans to include WebOS support using Haxe?

FlxTilemap collision problems

BIG PROBLEMS!!!
it is from original flixel (v2.55). Flixel 2.43 doesn't have that problem.
This means that I must do a lot of work :(

Performance improvements able to be pushed to AS3 Flixel?

I noticed a few of the latest commits have mentioned changes made to increase performance.

I haven't looked at the code itself, but are these improvements HaXe specific, or can the same improvements be applied to the AS3 version of Flixel? If so, would anyone be willing to write up and recommend those changes to the main repository?

I'm not saying Flixel is slow, but any corners that can be cut in the framework increases the amount of power available to be used in the games themselves.

Update TileSheet rendering

TileSheet class supports 2d-transformations now (it's on SVN right now). That means that I can do non-uniform scaling for sprites and flipping them without modifying source bitmap.

CollideIndex

Are there any known issues with the CollideIndex CollideIndex parameter for FlxTileMap.loadMap? I can't get it to work properly. I have 32 tiles, of which the first 8 are non-solid. So I set CollideIndex to 8, and my object doesn't collide with any tile at all. If I set it to 1 it works (but it collides to the non-solid tiles too). My tiles are 32x32 pixels, it I use 16x16 pixel tiles it seems to work better.

Newbie: How to use the template file/folder?

Hi Zaphod,
This isn't really an issue, I'm new to Haxe/NME, just wondering how to use the template[.zip] file?

I notice some '${PROJECT_*}' place holders which need substituting, is this a manual thing or is there an nme/haxe tool or ide that will do this substitution for me, say during new project creation?

Thanks

Rich

makeGraphics bug on cpp

particle.makeGraphic(1, 1, 0xFFFFFFFF);

Sprites with the size 1x1 won't appear on the screen (on cpp target).

Temp workaround:

particle.makeGraphic(2, 2, 0xFFFFFFFF);
particle.scale.x = particle.scale.y = 0.5;

Port FlxBar

Actually it works on flash and c++, but c++ version requires a lot of optimizations.

Windows version crashes

I just tried the new FlixelNME and the mode demo works great in Flash, but compiling it to windows makes a program that simply crashes. Any ideas?

Done(0)
Running process: C:\haxe\haxelib.exe run nme run "C:\FlixelNME\FlixelNME.nmml" windows -debug
Done(1)

Gebeurtenisnaam van probleem: APPCRASH
Naam van de toepassing: ModeDemo.exe
Versie van toepassing: 0.0.0.0
Tijdstempel van toepassing: 4f0211e3
Naam van foutmodule: ModeDemo.exe
Versie van foutmodule: 0.0.0.0
Tijdstempel van foutmodule: 4f0211e3
Uitzonderingscode: c0000005
Uitzonderingsmarge: 002752b0
Versie van besturingssysteem: 6.1.7601.2.1.0.768.3
Landinstelling-id: 1043
Aanvullende informatie 1: 0a9e
Aanvullende informatie 2: 0a9e372d3b4ad19135b953a78882e789
Aanvullende informatie 3: 0a9e
Aanvullende informatie 4: 0a9e372d3b4ad19135b953a78882e789

Ubuntu 11.10 build error.

Not sure if this is just me, but it's very annoying and I can't seem to remedy it.
(also I am targeting cpp)

here's the apparent problem:

In file included from /usr/lib/haxe/lib/hxcpp/2,08,0//include/hxcpp.h:198:0:
/usr/lib/haxe/lib/hxcpp/2,08,0//include/hx/Object.h: In constructor ‘hx::ObjectPtr::ObjectPtr(const hx::ObjectPtr<SOURCE_>&) [with SOURCE_ = hx::Object, OBJ_ = nme::display::BitmapData_obj]’:
./src/org/flixel/ImgStop.cpp:34:106: instantiated from here
/usr/lib/haxe/lib/hxcpp/2,08,0//include/hx/Object.h:141:10: error: cannot dynamic_cast ‘((hx::Object_)inObjectPtr.hx::ObjectPtrhx::Object::mPtr)->hx::Object::_GetRealObject()’ (of type ‘class hx::Object’) to type ‘struct nme::display::BitmapData_obj*’ (target is not pointer or reference to complete type)
/usr/lib/haxe/lib/hxcpp/2,08,0//include/hx/Object.h:143:13: error: invalid use of incomplete type ‘struct nme::display::BitmapData_obj’
include/nme/display/Bitmap.h:10:1: error: forward declaration of ‘struct nme::display::BitmapData_obj’
Called from ? line 1
Called from BuildTool.hx line 1100
Called from BuildTool.hx line 501
Called from a C function
Called from BuildTool.hx line 538
Called from BuildTool.hx line 657
Called from BuildTool.hx line 690
Called from BuildTool.hx line 200
Uncaught exception - Error : 256 - build cancelled
Called from ? line 1
Called from InstallTool.hx line 549
Called from a C function
Called from InstallTool.hx line 94
Called from a C function
Called from installers/InstallerBase.hx line 116
Called from installers/DesktopInstaller.hx line 32
Called from installers/CPPInstaller.hx line 25
Called from installers/InstallerBase.hx line 201
Called from installers/InstallerBase.hx line 411
Uncaught exception - Error : Source path "Export/cpp/linux/obj/ApplicationMain" does not exist

problems with switching state in Mode / flash

(new haxe/haxeflixel user here (though very familiar with flixel), may be doing stupid stuff)

Downloaded Mode, compiled it with

haxelib run nme build FlixelNME.nmml flash

Title screen works okay, but it bugs out once I start a new game (screen goes white - play button appears when it looses focus, but it's otherwise unresponsive). If I get it to start in PlayState rather than MenuState, it works fine until I die and it has to switch states again, so I'm guessing there's something wrong with state-switching...

using Firefox 10.0.2, haxe vs 2.08, nme 3.2, flash player 11,1,102,62

the compiled/buggy version is here:
http://ded.increpare.com/~locus/ModeDemo.swf

Ah, running it in the flash debug player I get

ArgumentError: Error #2015: Invalid BitmapData.
at flash.display::BitmapData/get width()
at org.flixel::FlxSprite/loadGraphic()
at org.flixel::FlxSprite()
at org.flixel::FlxCamera()
at org.flixel::FlxG$/resetCameras()
at org.flixel::FlxGame/switchState()
at org.flixel::FlxGame/step()
at org.flixel::FlxGame/onEnterFrame()

which pops up as soon as the scene changes.

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