In between our learning time, the NMe team has updated the library to its latest version. The new NME version is 3.1.1. Go straight away to the download section and start playing in the new toy.
Happy haXe -ing
In between our learning time, the NMe team has updated the library to its latest version. The new NME version is 3.1.1. Go straight away to the download section and start playing in the new toy.
Happy haXe -ing
Well, while its all well and good to create graphics and animations on runtime with code. We must agree that there are situations, when we need to external images in our project. This is done by defining a tag in our .nmml file. The exact thing looks as below.
<assets path="src/assets/" rename="assets/all/" include="*"></assets>
In the tag above we are defining that all the files inside “src/assets” folder will be copied over to our final project under folder “assets/all”. Thats one part of the story. Now in our haXe code, we access the assets with their path as below.
import nme.Assets;//import the Class
var img:Bitmap = new Bitmap (Assets.getBitmapData ("assets/all/home.jpg"));//get the asset
The code above the pretty self explanatory. First we need to import the “nme.Assets” and then use it to get the asset into our project. Things to note, while providing path to access the resource, its the “renamed” path we define in the “XML” while adding the asset.
Happy haXe -ing
There are plenty of libraries to extend the capability of haXe and NME. some of the refereces are as follows.
1. http://lib.haxe.org/all
2. http://haxe.org/doc/libraries
3. haxe on gitHub
4. haXe on google code
Happy haXe -ing
This syntax is slightly different from other languages in general. It requires a “default” case and without that the compiler will throw error compiling it. The second change is, we do not need a “break” at each “case”, the “break” is automatically called on the last statement.
The general syntax is
switch (result)
{
case 'one':
i = 1;
//break;
case 'two':
i = 2;
case 'three':
i = 3;
case 'four':
i = 4;
case 'five':
i = 5;
case 'six':
i = 6;
case 'seven':
i = 7;
default :
i = 0 ;
}
Thats not a very huge change, but I think the information will save you sometime in the beginning.
happy haXe -ing.
It may be surprising to believe that the data types are static in haXe, though typed dynamically! This is awesome, for it gives you freedom to just type a variable without defining its datatype at the same time it will not allow to assign other data types to be assigned to the same variable. The best of both worlds. Whether you come from a dynamic language like javascript or a statically typed language like actionscript 3, this will surprise you in the beginning for sure. Another cool thing (rather hot thing) about haXe is these datatype mismatch will be checked at compile time and if mismatched, will not be compiled! Just beautiful.
Here is an example code.
private function testDataType()
{
var a;
a = 2;
trace(a);
a = '2';
trace(a);
}
The compiler will throw an error saying “String should be Int”. But how it knew that the datatype is Int ?!! The catch is, when the variable is assigned a value for the first time, the datatype is defined for that variable at that point and there after can not be changed. In our case we defined it as Int when assigned the value for the first time.
This concept goes further to function arguements and return types as well.
private function testDataType(x)
{
trace(x);
}
If we call above function with two different types of data as
testDataType(2);
testDataType('test');
The compiler will trow an error saying data type mismatch.
Lastly if there is a return type example code is as below.
private function testDataType(x)
{
if (x==2)
{
return 2;
}else {
return 'hello';
}
}
Though we can assume to write something like above in a dynamic language, but haXe compiler will not compile this, instead throw an error saying data type mismatch.
Happy haXe -ing.
Taking the last example a little further, here I have added some animations to the generated balls. These balls are now increasing and decreasing in size while sitting at the same place. But the fun part is they are draggable too. Try it for your self and this is all running in HTML5 and flash both. Same code base.
The output for this example is here and the source code can be downloaded here.
Again this example uses haXe timer and its completely portable to all targets through NME.
Happy haXe -ing.
Today we are going to interact with some Canvas elements in HTML5. Previously I tried this with on ENTER_FRAME event and I think you know the rest of the story Thats my previous blog post is all about Finally I updated to code example to see haXe timer in action. The final version is here for the demo and the source code is here for you to download and play.
When the demo is open, it will create some random circles in Canvas. Now click on any circle to select it. It now sticks with mouse and once you click it again, it will stay in that position and stop coming the mouse. While in flash player the selected circle comes on top, even it was below another circle before selection, but in HTML5 version sometimes it works and sometimes not.
This is all same code base publishing to different targets. This particular code compiles successfully to flash, HTML5, Neko and iOS. I have tested in all targets, simply awesome.
Happy coding.
This came to me as a surprise while trying to write a script, which can run in iOS, HTML5, Flash and Neko. I knew it can be done by cross-compiling through NME to all these target platforms. While this hold good almost in every case but when it comes to regular stage update or the ENTER_FRAME event, it is a problem.
Well, if you are a flash developer and depend on ENTER_FRAME event for a long time, then it may come to you as a surprise like me. The game loop as the gaming engines call it, now has to be worked upon. Fortunately we have a timer function in haXe and that quite fits the game.
Before going ahead in timer, lets see the unreliable nature of ENTER_FRAME for all targets. Firstly I was creating different circles in stage area with an ENTER_FRAME, while that worked well in all platforms, I thought its good to go for all. But then I tried to rely upon the same ENTER_FRAME event with a drag and drop and position change of the elements. Whoa!! That does not work! I stopped relying on the ENTER_FRAME event and changed that with Timer and everything is back in the action again.
The haXe timer code is a little different than Flash timer and the code looks as below.
var timer = new Timer(10); //10 is the time difference in milliseconds between the timer call
timer.run = onEachTimerTick;//its kind of event listener
function onEachTimerTick():Void {}
For me, ENTER_FRAME event only worked for Flash targets and nothing else. So be careful if you want to target other delivery methods.
Happy coding!
Well, this may be a simple case to write. But there is a chance that you may get it wrong in the first go. Thats for this kind of loop has got a slightly different syntax.
The syntax for a for-loop in haxe looks as below
for(i in min...max)
{
trace('This is inside for loop.');
}
This loops from a value of “min” to “max” and “i” is the iterator.
Thats quite simple, even simpler than for-loops in other languages!
Happy haXe-ing