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	<title>Touch My Pixel Blog &#187; Tips and Tricks</title>
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	<link>http://blog.touchmypixel.com</link>
	<description>Games + Web : Interaction Matters</description>
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		<title>Haxe starts to target iPhone</title>
		<link>http://blog.touchmypixel.com/2009/05/haxe-starts-to-target-iphone/</link>
		<comments>http://blog.touchmypixel.com/2009/05/haxe-starts-to-target-iphone/#comments</comments>
		<pubDate>Sat, 23 May 2009 05:28:33 +0000</pubDate>
		<dc:creator>tonyp</dc:creator>
				<category><![CDATA[Tips and Tricks]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[haxe]]></category>
		<category><![CDATA[hxcpp]]></category>

		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=128</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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!</p>
<p>I tried my hand at compiling c++ into and ObjC wrapper a few weeks ago, and in my inexperience&#8230; 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&#8217;ll have an iphone target <img src='http://blog.touchmypixel.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<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).</p>
<p>read about it here:</p>
<p><a href="http://gamehaxe.com/2009/05/22/haxe-on-iphone-simulator/">http://gamehaxe.com/2009/05/22/haxe-on-iphone-simulator/</a></p>
<p>cheers</p>
<p>Tony</p>
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var flattr_dsc = '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';
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		<title>Jellyroids &#8211; My First haxe C++ game test</title>
		<link>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/</link>
		<comments>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/#comments</comments>
		<pubDate>Mon, 27 Apr 2009 03:39:23 +0000</pubDate>
		<dc:creator>tonyp</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Input / Output]]></category>
		<category><![CDATA[JSFL]]></category>
		<category><![CDATA[Tips and Tricks]]></category>
		<category><![CDATA[haxe]]></category>
		<category><![CDATA[hxcpp]]></category>

		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=97</guid>
		<description><![CDATA[
After only a day or two playing in hxcpp i&#8217;ve got my first little test to show &#8211; Jellyroids!
This gametest compiles (using haxe) out to flash &#38; C++ (exe in the cpp folder for windows only &#8211; i dont have a mac or linux, so cant test as yet).
Running the software rendered c++ version is [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-100" title="jellyroids-01" src="http://blog.touchmypixel.com/wp-content/uploads/2009/04/jellyroids-01.jpg" alt="jellyroids-01" width="767" height="400" /></p>
<p>After only a day or two playing in <a href="http://www.gamehaxe.com">hxcpp</a> i&#8217;ve got my first little test to show &#8211; Jellyroids!</p>
<p>This gametest compiles (using <a href="http://www.haxe.org">haxe</a>) out to flash &amp; C++ (exe in the cpp folder for windows only &#8211; i dont have a mac or linux, so cant test as yet).</p>
<p>Running the software rendered c++ version is a little slow &#8211; ~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.</p>
<p>Overall, its fun to see how easy its been to get out a simple test in hxcpp.</p>
<p><a href="http://www.touchmypixel.com/blog_examples/jellyroids-0.1.zip">download the game test here</a></p>
<p>cheers &#8211; Tony</p>
<p><strong>UPDATE:</strong></p>
<p>to get it to work you need to change a few small things in the neash 0.9. realease.</p>
<div class="blogCommentBody">
<p>There are two issues with the current release of neash that need fixing. Just change the following lines:</p>
<p>1/ in neash.display.MovieClip:<br />
add in some stubs for functions (just copy in the following lines)</p>
<p>public function gotoAndPlay(frame:Dynamic, ?scene:String):Void { }<br />
public function gotoAndStop(frame:Dynamic, ?scene:String):Void { }</p>
<p>public function stop(){}<br />
public function play(){}</p>
<p>2/ in neash.display.DisplayObject:<br />
make getRotation method look as follows:</p>
<p>public function GetRotation()<br />
{<br />
return mRotation * (180.0 / Math.PI);<br />
}</p></div>
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var flattr_dsc = '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 &amp; 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 functio';
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		</item>
		<item>
		<title>Forcing classes to compile in AS3</title>
		<link>http://blog.touchmypixel.com/2008/05/forcing-classes-to-compile-in-as3/</link>
		<comments>http://blog.touchmypixel.com/2008/05/forcing-classes-to-compile-in-as3/#comments</comments>
		<pubDate>Fri, 09 May 2008 01:47:27 +0000</pubDate>
		<dc:creator>tonyp</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tips and Tricks]]></category>
		<category><![CDATA[AS3]]></category>

		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=15</guid>
		<description><![CDATA[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:

PLAIN TEXT
Actionscript:




import sprites.Ball


&#160;


public function init&#40;&#41;&#123;


&#160; &#160;Ball;


&#160; &#160;// Or for many at once


&#160; &#160;&#40;Ball,Dirt,Kid,People&#41;;


&#125; [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<p>The simplest way is to just type its name:</p>
<pre>
<div class="igBar"><span id="lactionscript-2"><a href="#" onclick="javascript:showPlainTxt('actionscript-2'); return false;">PLAIN TEXT</a></span></div>
<div class="syntax_hilite"><span class="langName">Actionscript:</span>
<div id="actionscript-2">
<div class="actionscript">
<ol>
<li style="font-family: 'Courier New', Courier, monospace; color: black; font-weight: normal; font-style: normal;color:#3A6A8B;">
<div style="font-family: 'Courier New', Courier, monospace; font-weight: normal;"><span style="color: #0066CC;">import</span> sprites.<span style="color: #006600;">Ball</span></div>
</li>
<li style="font-weight: bold;color:#26536A;">
<div style="font-family: 'Courier New', Courier, monospace; font-weight: normal;">&nbsp;</div>
</li>
<li style="font-family: 'Courier New', Courier, monospace; color: black; font-weight: normal; font-style: normal;color:#3A6A8B;">
<div style="font-family: 'Courier New', Courier, monospace; font-weight: normal;"><span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">function</span> init<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#123;</span></div>
</li>
<li style="font-weight: bold;color:#26536A;">
<div style="font-family: 'Courier New', Courier, monospace; font-weight: normal;">&nbsp; &nbsp;Ball;</div>
</li>
<li style="font-family: 'Courier New', Courier, monospace; color: black; font-weight: normal; font-style: normal;color:#3A6A8B;">
<div style="font-family: 'Courier New', Courier, monospace; font-weight: normal;">&nbsp; &nbsp;<span style="color: #808080; font-style: italic;">// Or for many at once</span></div>
</li>
<li style="font-weight: bold;color:#26536A;">
<div style="font-family: 'Courier New', Courier, monospace; font-weight: normal;">&nbsp; &nbsp;<span style="color: #66cc66;">&#40;</span>Ball,Dirt,Kid,People<span style="color: #66cc66;">&#41;</span>;</div>
</li>
<li style="font-family: 'Courier New', Courier, monospace; color: black; font-weight: normal; font-style: normal;color:#3A6A8B;">
<div style="font-family: 'Courier New', Courier, monospace; font-weight: normal;"><span style="color: #66cc66;">&#125;</span> </div>
</li>
</ol>
</div>
</div>
</div>


</pre>
<p>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?</p>
<p>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.</p>
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