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View Code? Open in Web Editor NEWRapidly cook up games for HTML5, Flash, Android, and iOS.
Home Page: https://github.com/aduros/flambe/wiki
License: MIT License
Rapidly cook up games for HTML5, Flash, Android, and iOS.
Home Page: https://github.com/aduros/flambe/wiki
License: MIT License
After "haxelib install flambe" and "sudo haxelib run flambe setup", "/usr/bin/wafl" is installed without execution permissions, at least on Mac OSX 10.6, Haxe 2.10 RC
Tried with haxe 2.10 (a working revision before RC, with flambe working, and 4974 from a few hours ago), Mac OSX 10.6 and Windows 7.
I hope this is not something stupid I've done, but I don't think so (empty project and all that).
Not having to manually layout sprites would be amazing. I think HBox and VBox layouts would be good enough 90% of the time, and remain fairly simple.
I don't intend to write a huge sprawling GUI toolkit. But anyone interested might want to take a look at porting something like Feathers for Starling. Maybe with widgets skinnable with Flump?
It should be possible to go to a frame label, and listen when a label is crossed.
Currently update() methods receive a milliseconds value as an int. A seconds value as a float would be more API consistent and allow for sub-millisecond precision.
There should be an (asynchronous?) API for reading a region in a texture.
Add Mouse which adds finer control than Pointer for mice. Right mouse button, wheel scrolling...
Mainly something to fill a polygon, and maybe even lines. See this thread: https://groups.google.com/forum/#!topic/flambe/Lxftf6dzQxc
Probably nothing fiddly like circles or curves. Especially since those can be approximated with polygons and lines anyways.
hi,I try to mean camara feauture is camera's follow ,not ordinary's camera
example ,from some 2d game like Mario,the camera always target mario when him moving ...
The wiki could use an introductory FAQ and for troubleshooting common errors.
Really we just need two options: normal and low. Low would turn off anti-aliasing and texture filtering to make retro 8-bit games look nice.
Add Touch which adds finer control than Pointer for multi-touch screens.
HTML5 performance on the iPad 3 is a lot worse than other iOS devices. Especially in landscape mode. I think this is to do with Flambe's trick to render to devices pixels, plus the massive retina display. The canvas might be so large that Safari refuses to GPU accelerate it.
It would be neat if Flambe supported ATF textures now that there are tools to create them.
I've got plans to make it a lot easier to get up and running, especially on Windows:
DrawingContext should have a way to set the current clipping rectangle.
The easiest thing to do would be having DrawingContext.applyClip take a rectangle in local coordinates and apply it to the current clip rectangle. This would be trivial to implement in canvas. Stage3D should use setScissorRectangle, which needs to be converted to screen coordinates. It should probably throw an error if that rectangle isn't axis-aligned (due to a previously applied rotation).
Then add Sprite.clipRect, with a giant warning that support for rotated clip rectangles vary between platforms.
Look into supporting Audio API for iOS6, possibly replacing HTML5 audio which has a slew of issues.
sprite.scaleX.watch(function(before, after) { trace("change---------------"+before+"_"+ after); } );
//script.run(new Parallel([new AnimateTo(sprite.scaleY, 2, 1, Easing.backIn),new AnimateTo(sprite.scaleX, 2, 1, Easing.backIn)]));//work , trace every change
script.run(new AnimateTo(sprite.scaleY, 2, 1, Easing.backIn));//not work ,just get only one trace.
May be property watch has some error. or that 's right?
Games may be suspended (no updates) when put into a background tab. When coming back into the foreground, the calculated deltaTime can be absurdly high, which tends to mess up animation and game logic.
We could clamp deltaTimes to a reasonable limit, but the better thing to do would be to throw away the first update after coming back from a suspend. Which depends on #6.
how to defined andoird build environment on windows?
it's seem to build andorid version ?But no document say how to do that ..
In firefox., but not in Chrome:
I am getting an IndexSizeError in the drawSubImage function in the flambe.platform.html.CanvasDrawingContext prototype declaration
Here is what the console is showing:
IndexSizeError: Index or size is negative or greater than the allowed amount
Line 4865
Which links to this snippet of code:
,drawSubImage: function(texture,destX,destY,sourceX,sourceY,sourceW,sourceH) {
var htmlTexture = texture;
this._canvasCtx.drawImage(htmlTexture.image,Std"int",Std"int",Std"int",Std"int",Std"int",Std"int",Std"int",Std"int");
}
I try to build air version ,but throw some error like this:
Waf: Leaving directory `D:\GitHub\flambe-demos\piratemark\build'
Build failed
-> task in 'main-android.apk' failed (exit status 1):
{task 38162736: main-android.apk main-air.swf -> main-android.apk}
' "C:\Program Files\Adobe\Adobe Flash Builder 4.6\sdks\4.6.0\bin" -package -target apk-debug -storetype pkcs12 -keystore "D:\GitHub\flambe-demos\piratemark\etc\air-cert.pfx" -storepass "samplePassword" "main-android.apk" "D:\GitHub\flambe-demos\piratemark\etc\air-desc.xml" main-air.swf -C "D:\GitHub\flambe-demos\piratemark" "assets\bootstrap\pirate.png" "assets\bootstrap\tinyfont.fnt" "assets\bootstrap\tinyfont.png" '
Build halted with errors.
AIR has an easy way to show an inline browser window, and the HTML target can use iframes layed over the canvas.
Probably not worth going after on the browser Flash target.
One big use-case for this is showing ads.
It should be possible to listen for the back/menu/search/etc buttons. (AIR only)
I'm trying to use Flambe with Haxe in FlashDevelop, and when building I get an error:
Could not find 'closure.jar'
Anyone any idea why this is?
Image: http://i.stack.imgur.com/ggXbz.png
My Haxe is properly installed, and I followed the installation thingy for Flambe from the wiki:
haxelib install flambe
haxelib run flambe setup
It detected my FlashDevelop and I made a new project using the template. I'm trying to build that new project, without modifications.
(You can get the log file here: https://dl.dropbox.com/u/10448192/MTG%20Web/Flambe/build/config_stackoverflow.log )
Edit: I have Python 2.7, can that be a problem?
Thanks a lot!
-P
A few more easing functions in flambe.animation.Easing would be useful, especially bounce/elastic-type easings.
It would be handy if games were notified when they are minimized, put into a background tab, or hidden, so they could put up a pause screen.
Verify that Flambe works in 2.11 when it's stable, and take advantage of the new features like static imports.
Look into this API: https://bugzil.la/740188
Depends on #34
hello ,I check sprite.hx,but no found the way to set sprite's transform.matrix.or there is no need to set ?
Which should recurse through all children and calculate a bounding box in local coordinates.
Hi!
It seems there's two Flashdevelop project templates now in flambe-FlashDevelop.fdz:
380 HaXe - Flambe Project
401 HaXe - Flambe Project
It seems to me that the second one is not working....
The BMFont format apparently supports kerning pairs, though I haven't been able to get any tool to export them.
Flash mouse wheel scrolling doesn't work at all on Mac or Linux: http://hasseg.org/blog/post/138/os-x-mouse-wheel-support-for-actionscript-3-flash-applications-v2/
This fix is up to Adobe. If your game relies on scroll events, consider using the HTML target by default instead.
It should be possible to create a Texture that can be used as a DrawingContext target.
Asset pack loading should retry a couple times after a failed download, which appears to happen on really flakey connections.
cmd: cmd /c wafl --flashdevelop=debug -j1 configure install 2>&1
C:\Motion-Twin\haxe\wafl.py:14: Warning: 'with' will become a reserved keyword in Python 2.6
File "C:\Motion-Twin\haxe\wafl.py", line 14
with open(join(env["HOME"], ".haxelib")) as f:
^
my python version is 2.5.2,
how to fixed this error? thank you
It would be great to have an API for allowing "native" text input. On HTML, this would be implemented by overlaying a backgroundless <input> tag over the canvas. In Flash/AIR, a TextField or NativeText would be overlayed on the stage.
It should be possible to hint the type of input (text, email, number, password, etc) and adjust settings like autocompletion, autocorrect, autocapitalization...
One sticky point would be how fonts should be handled.
https://github.com/PDeveloper/hxDynaLight
may be combine this lib into flame as light engine plugin 。。
current flambe have no light support..
Flambe uses a non-standard build system, which probably won't work out of the box in IDEs. Ideally support could include Flash/MonoDevelop, Intellij and FDT. Since I do all my Haxing in vim, I could use some help from others more familiar with these IDEs.
Should include:
Julien Beaufils has written a plugin for FlashDevelop: http://la-digitale.com/flambe/flambe-waf.fdz. Looks pretty solid from my quick testing, this might be something that could be merged in or used as a base for other plugins.
Pending me playing around with a Surface when they come out :) From the looks of the WinJS API, it should be dead simple to modify the HTML target to work in a packaged Windows 8 app.
IE10 on Windows 8 also needs to be properly tested.
Not sure what happened there, collisions no longer work. I've tried rolling back to old versions of Nape, Flambe and Haxe with no luck.
This should be straightforward, but only worth doing once WebGL becomes more available on mobile. Consider adding GLSL support to HxSL and reusing the shaders in flambe.platform.shader.
Flash assets are loaded over HTTP, since this is better for large games that are regularly updated (an updated asset only requires that one asset be re-downloaded, instead of the entire game) and for parity with HTML.
It would be cool if there was an option to package all Flash assets into a single SWF that could be distributed to Flash game portals more easily.
Steps to make this happen:
For now, it's possible to build with asset_base="http://your-cdn.com/assets" to host the assets yourself, if you're ok with footing the bandwidth.
I just test monster demo and find monster.flump and try to build json's format.
how to auto build *.flump file? flump-exporter was'nt work.
flump-exporter version 0.1 can't be exporter.
hello ,will flambe framwork implement these feature ?
Transition animations between scenes (slide, fade, etc) are planned.
Audio downloads are sometimes aborted, causing the AssetPack to never complete.
Add something like this to Stage:
// The current fullscreen state
var fullscreen (default,null) :Value<Bool>;
// Preference on whether to go full screen on user interaction, defaults to true on mobile web
var fullscreenOnSelection :Bool;
// Manually request fullscreen on or off
function requestFullscreen (on :Bool = true) :Void;
flambe.swf needs to be updated to handle recent changes in Flump
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