Dev Log 7 - haxeFlixel
2018-Aug-16, Thursday 09:48 am 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:
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.
- 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
- 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
- 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
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.
