Dev Log 7 - haxeFlixel

2018-Aug-16, Thursday 09:48 am
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
[personal profile] felicitygs
 Whew, there's a lot here and I did it all last week before my holiday, and then wrote absolutely nothing about it. I don't suppose it super matters--I didn't get any work done on the game, but here's what I learned, in no particular order:
  • openFL/FlashDevelop is not the IDE for me, and I ended up uninstalling it after running into a bunch of problems. I just installed visual studio code, and will see how that does.
  • a lot of flixel specific stuff is initialized with cmd; projects in particular are flixel template -n "name" -ide vscode after navigating to desired place to put the project.
  • FlxState are a subclass and work p much like scenes. 
  • haxeFlixel is object oriented, nice.
  • when FlxStates are loaded, use the create() function to initialize shit and put stuff that needs to update in update()
  • games launch from the PlayState by default
Some import things
  • import flixel.text.FlxText - imports the text library
  • import flixel.ui.FlxButton - imports ui for buttons
  • following that, new FlxButton (x,y,text,function to call) does button setup
  • import flixel.FlxG imports a bunch of camera/gui related shit
some random language details
  • var name:type;
  • always end with ;
  • trace(); shows/follows variables on screen
  • var += x is the same as var = var + x
  • this works for the basic operators (+ - / * )
  • object.screenCenter() centers the specified object on the screen
can add new classes and extend from basic flixel ones

sure would like to get to work on the game, but i'm going to be following the game tutorial for now to get a feel for the libraries first.

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