Tony Polinelli
Tarwin Stroh-Spijer

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Archive for the ‘Tips and Tricks’ Category

Saturday, May 23rd, 2009

After the haxe meeting last saturday night, i was excited that the topic of targeting the iphone was brought up. This could cause a lot of adoption of haxe as a language. Being able to develop games for flash and Iphone at the same time would be perfect and something lots of flash game developers would love!

I tried my hand at compiling c++ into and ObjC wrapper a few weeks ago, and in my inexperience… failed miserably. Hugh (the haxe C++ target creator) has taken the challenge, and in the last few days, successfully made some first tests for haxe C++ on the iphone. Hopfully over the next few weeks everything will continue to come to plan (and more people just on bord for testing and dev) and we’ll have an iphone target :P

I cant wait to get a chance to do some testing (looking to buy a macbook next week when we go to LA for e3).

read about it here:

http://gamehaxe.com/2009/05/22/haxe-on-iphone-simulator/

cheers

Tony

Monday, April 27th, 2009

jellyroids-01

After only a day or two playing in hxcpp i’ve got my first little test to show – Jellyroids!

This gametest compiles (using haxe) out to flash & C++ (exe in the cpp folder for windows only – i dont have a mac or linux, so cant test as yet).

Running the software rendered c++ version is a little slow – ~200fps on my comp, opengl is ~1500fps. Whereas flash clocks in at 100fps (maxed out). Prerendering the explosion animation (currently vector animation from a swf) will make it MUCH faster for c++ (stop the slowdown on shoot), as i feel its vector animation code isnt anywhere as optimized as that in flash.

Overall, its fun to see how easy its been to get out a simple test in hxcpp.

download the game test here

cheers – Tony

UPDATE:

to get it to work you need to change a few small things in the neash 0.9. realease.

There are two issues with the current release of neash that need fixing. Just change the following lines:

1/ in neash.display.MovieClip:
add in some stubs for functions (just copy in the following lines)

public function gotoAndPlay(frame:Dynamic, ?scene:String):Void { }
public function gotoAndStop(frame:Dynamic, ?scene:String):Void { }

public function stop(){}
public function play(){}

2/ in neash.display.DisplayObject:
make getRotation method look as follows:

public function GetRotation()
{
return mRotation * (180.0 / Math.PI);
}

Friday, May 9th, 2008

when you use the "import package.Class; " or "import package.*; " in AS3 the class(s) is not forced to be imported. A class is only imported if you use it somewhere in your code.

The simplest way is to just type its name:

Actionscript:
  1. import sprites.Ball
  2.  
  3. public function init(){
  4.    Ball;
  5.    // Or for many at once
  6.    (Ball,Dirt,Kid,People);
  7. }

Just simply typing the class type somwhere in your application will force it to compile in. Why is this of any use you may ask?

We use it for level building in games, where you have a generic component as a placeholder used in flash to lay out content/levels. Your Ball class for instance, might then simply build itself using externally loaded assets, and attach itself to the stage. It may not need to be referenced anywhere in the application, but is still compiled in.

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