Having trouble with the global assets path in HAXE 3.0 / OPENFL.
Storing links here:
http://stackoverflow.com/questions/17078148/embeding-and-reading-image-assets-when-deploying-to-windows
Problem:
Getting message: : Unknown identifier : Assets
Instructions in openfl-readme.txt say:
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Assets
Place all your images, sounds, fonts in /assets and access them in your code using the
global Assets class which abstracts assets management for all platforms:
var img = new Bitmap(Assets.getBitmapData("assets/my-image.png"));
addChild(img);
Tutorials:
https://github.com/openfl/openfl/wiki/Get-Started
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
http://www.haxenme.org/
...Is... Parked?
Okay. One dead lead.
Mention of a .hxcpp_config.xml
File that needs to be configured. But only shows up when you target C++.
What is the C++ target? NEKO I am guessing?
http://www.openfl.org/archive/community/programming-haxe/first-time-with-nme-problems-compiling/
More in the openfl-readme.txt:
- on mobile, Bitmap blitting is NOT performant,
- use spritesheets and Tilesheet.drawTiles for optimal rendering performance.
"performant", never heard that word.
Okay... Need to pack up.
I'd like to make a simple Haxe App.
Because Haxe seems like an easier to work with tech stack than Android Studio.
Though I do like google and what they do.
-John Mark
Goodbye to All That (2014)
9 years ago
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