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flixeljs's Introduction

Meme: Oh god how did this get here I am not good with computer

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flixeljs's Issues

Converter incomplete

The automatic conversion script is almost, but not entirely complete. As I recall, it should be functional once it handles statics + constants; at that point it should be able to automatically convert all of Flixel's .as files to a .js file full of classes.

It won't, however, be guaranteed to correctly convert users' games, as it takes a lot of shortcuts.

Consider writing a proper parser with Jison to allow people to convert games in-browser, and even unzip them with a JS unzip library

FlxTilemap: one tile off

In the example game, the tilemap shows a weird notch: The second tile in the map is an empty space

FlxSprite.drawLine

Unimplemented because it's a method of Sprite. Try using Canvas drawing methods to recreates this functionality. If Canvas won't do it without anti-aliasing, stick in a line-drawing algorithm that does it manually.

Unimplemented classes

The following are not yet implemented but are planned, roughly in order of importance:

  • FlxText
  • FlxPause
  • FlxSave
  • FlxQuake, FlxFlash, FlxFade
  • FlxGamepad

The following are not planned:

  • FlxPanel: This gets around a limitation in Flash. In an HTML page there's no reason to display link buttons in a special way
  • FlxKong: For obvious reasons

Collision broken

Collision doesn't work. collide() and overlap() checks never detect any collisions.
Haven't tracked down the location of the issue yet. Probably a small error in the arithmetic of FlxU's collision-related functions: solveXCollision or solveYCollision. Also possible there's an error in FlxQuadTree or the use of it

No text support

Text handling has not yet been addressed, in part because the asset system is not finished (Text in Flixel needs to use a developer-specified font)

No asset handling

The asset handling system will eventually handle pre-loading all images, sounds, etc, and providing a convenient reference to them.

A single Assets object will hold references to all assets, for example: Assets.images.playerImg

This loader should provide preloading information. At the very least, it should periodically report the number of files loaded / total so developers can build a preloading screen with this information. Getting the bytes loaded / bytes total is problematic (cross-browser issues) but will be considered for future inclusion.

No sound/music support

Because asset handling isn't added yet, sound has not been addressed. We'll attempt to dynamically create HTML5 objects.

Problems with alpha handling

The game background is transparent instead of a color, and other objects such as tilemaps set transparency vs colors incorrectly too. This is probably because of the way I handle drawing BitmapData objects on Canvas

Sprite rotation: Angles are always NaN

If you attempt to rotate any FlxObject, its angle will become NaN. I've so far been unable to determine why or where this happens. Because Flixel determines which drawing method to use based on rotation and scaling, I've put in a hack to force angle to 0 all the time.

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