May 24, 2017, 04:36:59 PM

Recent Posts

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Help / Support / Re: HaxeUI + HaxePunk
« Last post by infidel on March 28, 2017, 02:44:56 PM »
All right, I've set up a clean application and it worked there. So after some poking around I've isolated the problem - I create a GUI OpenFL TextField that is the size of the window, add it to the Sprite background and then hide it setting "visible=false". Apparently even if the text field is not visible because its parent is hidden, it still catches all of the mouse events. Hiding the field itself, too, solves this problem.
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Help / Support / Re: HaxeUI + HaxePunk
« Last post by bendmorris on March 25, 2017, 04:56:07 PM »
If you're using a custom cursor in HaxePunk, there's no way to put that above HaxeUI - you'd need a separate OpenFL Sprite.
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Showcase / Deal With the Devil
« Last post by Matzerath on March 23, 2017, 09:51:21 AM »
My first entirely Haxepunk game (previous were ports from Flashpunk to Haxepunk). Currently featured on Newgrounds, there's a Flash and HTML5 option. Thanks to everyone still working on Haxepunk!!!
http://www.newgrounds.com/portal/view/690234
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Help / Support / HaxeUI + HaxePunk
« Last post by infidel on March 22, 2017, 03:19:21 PM »
Hey, everyone.

I've tried to use HaxeUI v2 with HaxePunk and while the widgets are displayed, it looks like none of the mouse events register, clicks, mouse overs, etc. Is there a way to fix this? Another thing is my mouse cursor entity is displayed under the GUI elements (and under the OpenFL windows I've created). Can mouse cursor be displayed on top of everything or I would have to use OpenFL sprite for that?
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Help / Support / Re: First frame of scene has 0 layers
« Last post by bendmorris on March 11, 2017, 12:27:44 PM »
Thanks for reporting. I opened an issue on github: https://github.com/HaxePunk/HaxePunk/issues/446
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Help / Support / First frame of scene has 0 layers
« Last post by POW2011 on March 06, 2017, 03:10:02 PM »
Hello world,

I noticed that when you switch scene (HXP.scene = new YourScene()) There is a "flash" where you see just the background colour for one frame. And then the scene renders. If you add this trace:

trace(_layerList.length);

To Scene.hx render() function line 160, then when you change scene you can see that there are 0 layers for the first frame.

This flashing gets annoying when your game has multiple little levels.

Not quite sure what the best fix for this will be... Trying not to render a frame if the layers are 0.
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Great!

Thanks!! ;D
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Showcase / Re: Pinny McBallface Pinball
« Last post by xmorpher on March 02, 2017, 12:46:19 PM »
Coll game, Good luck!
:)
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Help / Support / Re: Can't build or test for windows (cpp)
« Last post by POW2011 on February 25, 2017, 06:55:58 PM »
Ok so as I was registering and typing this the compile actually finished... Just takes ages on this file for some reason. I also upgraded to visual studio 2015 update 3 don't know if that made a difference.
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Help / Support / Can't build or test for windows (cpp) [solved]
« Last post by POW2011 on February 25, 2017, 06:48:39 PM »
Hi all,

I'm having a problem where if I compile with lime test windows
or lime build windows
the compiler gets stuck on src/__resources__.cpp

It is a blank haxepunk project. Works fine on niko and android.

Would anyone have a solution to this?

__resources__.cpp that's generated
Code: [Select]
// haxe
#include <hxcpp.h>

namespace hx {
extern unsigned char __res_0[];
extern unsigned char __res_1[];
extern unsigned char __res_2[];
extern unsigned char __res_3[];
extern unsigned char __res_4[];
extern unsigned char __res_5[];
extern unsigned char __res_6[];
extern unsigned char __res_7[];
extern unsigned char __res_8[];
extern unsigned char __res_9[];
extern unsigned char __res_10[];
extern unsigned char __res_11[];
}

hx::Resource __Resources[] = {
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_debug_png","\xf7","\x0f","\x48","\x08"),242,hx::__res_0 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_step_png","\xbc","\x15","\x53","\xfd"),251,hx::__res_1 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_hidden_png","\x5a","\x52","\x3e","\xfe"),1216,hx::__res_2 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_pause_png","\x1a","\x22","\x63","\x29"),213,hx::__res_3 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_play_png","\x64","\xd0","\x3d","\x9a"),242,hx::__res_4 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_logo_png","\x5b","\xc9","\x56","\xd6"),11620,hx::__res_5 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__font_04b_03___ttf_png","\x23","\x33","\x09","\xee"),1474,hx::__res_6 + 4 },
{ HX_HCSTRING("__ASSET__:bitmap_com_haxepunk_HaxePunkLogo","\xc6","\x94","\xdb","\xc1"),21044,hx::__res_7 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_visible_png","\x16","\x44","\x4a","\x1e"),1275,hx::__res_8 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_output_png","\x71","\x79","\xde","\x83"),186,hx::__res_9 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_preloader_haxepunk_png","\xed","\xbd","\x11","\xfa"),21044,hx::__res_10 + 4 },
{ HX_HCSTRING("LIME_font___ASSET__font_04b_03___ttf","\x31","\x6a","\xc1","\x86"),17540,hx::__res_11 + 4 },
{ ::String(null()),0,0 }
};

namespace hx { Resource *GetResources() { return __Resources; } }
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