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##Getting Started
You can read our getting started docs here.
It is recomended to use Haxeflixel via haxelib. Just run haxelib install flixel
once you have it installed.
##Changes for HaxeFlixel 3.0
This is the third big update to HaxeFlixel. Here are the biggest changes:
- New Front End classes to better encapsulate FlxG functionality.
- Refactored the animation system.
- Better support for nested sprites via FlxSpriteGroup. FlxSpriteGroups can be contained within other groups, and behave like FlxSprites. They are expensive though, use them sparringly.
- Moved lots of stuff into utility classes to reduce clutter in core classes.
- Continued optimizations for cpp targets.
You can find upgrade instructions here.
If you wish to contribute to our documentation, you can edit the upgrade docs on GitHub.
##For Developers
If you are wanting to contribute code, please review the follwing documentation:
If you have a question or have not contributed on github before, there are friendly people in the community that help out in the forums.
For using git with github we recommended using a GUI application to manage your changes, for example SourceTree.
##Links
In case you're looking for resources, help, or just want to interact with the community:
##About
HaxeFlixel was created by Alexander Hohlov, also known as Beeblerox who continues to be the project lead. The codebase started largely from a Haxe port of the AS3 version of Flixel written by Adam “Atomic” Saltsman and Richard Davey's Power Tools
Special thanks go to the community contributors Werdn, crazysam, impaler, ProG4mr, Gama11, sergey-miryanov and more.
HaxeFlixel presents substantial enhancements from the original Flixel AS3 code:
- Use of a robust and powerful, opensource language
- Flexible Asset Management System
- Cross-platform development for Linux, Mac and Windows
- Texture Atlas and Layer enhancement for cpp targets
- Integrated and robust Tween System
- Access to OpenFL native extensions
- Compile to Mobile and Desktop targets with native code through OpenFL
- Impressive Native Performance using GPU accelerated drawTiles implimentation in cpp targets
- A powerful debugger with a console as well as an advanced logging system
- A vibrant community that keeps updating the engine and adding new features to it
##Runtime Targets The current possible targets are:
Mobile | Desktop | Web |
---|---|---|
Blackberry | Linux | Flash |
iOS | Mac | |
Android | Windows | |
WebOS | Neko |
There's also experimental support for HTML5.
##Basic Features
- Display thousands of moving objects
- Basic collisions between objects
- Group objects together for simplicity
- Easily generate and emit particles
- Create game levels using tilemaps
- Text display, save games, scrolling
- Mouse, keyboard, controller, and touch inputs
- Math & color utilities
- Record and play back replays
- Powerful interactive debugger
- Camera system for split screen
- Pathfinding and following
- Easy object recycling
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