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https://gist.github.com/3841419
Here is the state with all of the logic. There are classes included on top that aren't being used.
I figure having a single object with mouse cursor shouldn't be causing huge framedrops.
-A
Posted on October 05, 2012 at 1:12 PM
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Hey again,
I'm getting REALLY bad framerates in flash, especially when the mouse pointer is on screen. iOS and MAC builds run really nicely, though.
Any ideas? I'm just using an FlxExtendedSprite and the FlxMouseControl class.
-A
Posted on October 05, 2012 at 12:25 PM
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Am I right in assuming that the Photonstorm plugins are not functional yet? I just tried the FlxExtendedSprite and FlxMouseControl and can't it to work in Flash, nor do I see any code that ties it into the touch system for mobile devices. Am I off base here? If not, I can just come back to those later.
-A
Posted on September 28, 2012 at 12:21 PM
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Hey Zaphod,
The problem with the drawing was my lack of use of the cpp draw order functions; in cpp, draw order behavior is not like default Flixel (my fault). This is the code I used:
#if cpp TileSheetManager.setTileSheetIndex( touchSprite.getTileSheetIndex(), TileSheetManager.getMaxIndex() ); #end
I will update to the dev branch and try the FlxTextField code again. On the phone, it still always renders in black.
-A
Posted on September 19, 2012 at 12:17 PM
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Hey Zaphod! 2 things on iOS:
1. Line 855 in FlxGame.hx - Touch events will never register without setting the Multitouch input mode. I modified the code to do just that:
FlxG.supportsTouchEvents = Multitouch.supportsTouchEvents; if (FlxG.supportsTouchEvents) { FlxG.maxTouchPoints = Multitouch.maxTouchPoints; Multitouch.inputMode = nme.ui.MultitouchInputMode.TOUCH_POINT; }
2. When adding multiple FlxSprites using the add command, behavior is not consistent between platforms. Using this code:
add(sprite1); // fullscreen sprite add(sprite2); // regular size sprite
In Flash, it will behave like normal; sprite2 will sit above sprite1. On iOS, sprite2 is nowhere to be seen, even if I switch the add order.
I'm going to try messing with texture dimensions to see if it's another problem related to that.
-8bitpimp
Posted on September 14, 2012 at 1:22 PM
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Hey Zaphod,
How is optimization for mobile going?
Posted on August 20, 2012 at 8:07 PM
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Some interesting things I've discovered:
-The text (FlxTextField) *IS* being added to the stage on the iOS device; however, the font is black! Browsing the class doesn't really explain why it wouldn't be white or why it would appear just fine in the simulator!
-I am attempting to load a high resolution sprite with a lot of frames (2200x320) into FlxSprite. Again, it works perfectly on the simulator but then appears as a solid white rectangle on the device! I believe that this one is a power of 2s issue.
Thanks again!
-A
Posted on August 07, 2012 at 8:05 PM
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Hey there,
I'm sorry, my null errors were caused by instancing in the new() function rather than the create function. Noob mistake.
I am still investigating the iOS deal.
-A
Posted on August 05, 2012 at 1:16 PM
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Hey there.
I first tried it with the flixel included with the NestedSprite example. I then used Haxelib to download the flixel library. My 3rd try was with the flixel downloaded straight from your repo.
I can't compile to desktop due to a Mountain Lion bug in NME, but SWF works fine.
-A
Posted on August 05, 2012 at 2:33 AM
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Thanks for the quick replies!
So far, just adding a simple FlxSprite to a state causes the iOS app to crash with a NULL reference error, which I've included at the bottom of this post. Have you heard of anyone succeeding with cpp compilation to iOS devices?
Also, haxelib has 2 flixels in it: HaxeFlixel and flixel. What is the difference between these two? And are they out of date compared to what is on github?
-A
Called from ApplicationMain::main, ApplicationMain.hx 20 Called from Lib::create, nme/Lib.hx 59 Called from Lib::create, neash/Lib.hx 63 Called from extern::cffi, /usr/lib/haxe/lib/hxcpp/2,10//src/hx/Lib.cpp 130 Called from Stage::nmeProcessStageEvent, neash/display/Stage.hx 358 Called from Stage::nmeDoProcessStageEvent, neash/display/Stage.hx 269 Called from Stage::nmePollTimers, neash/display/Stage.hx 651 Called from Stage::nmeCheckRender, neash/display/Stage.hx 228 Called from Stage::nmeRender, neash/display/Stage.hx 662 Called from DisplayObjectContainer::nmeBroadcast, neash/display/DisplayObjectContainer.hx 129 Called from DisplayObjectContainer::nmeBroadcast, neash/display/DisplayObjectContainer.hx 129 Called from DisplayObjectContainer::nmeBroadcast, neash/display/DisplayObjectContainer.hx 142 Called from DisplayObject::nmeBroadcast, neash/display/DisplayObject.hx 272 Called from DisplayObject::nmeDispatchEvent, neash/display/DisplayObject.hx 284 Called from EventDispatcher::dispatchEvent, neash/events/EventDispatcher.hx 80 Called from Listener::dispatchEvent, neash/events/EventDispatcher.hx 181 Called from FlxGame::onEnterFrame, org/flixel/FlxGame.hx 585 Called from FlxGame::draw, org/flixel/FlxGame.hx 816 Called from FlxGroup::draw, org/flixel/FlxGroup.hx 136 Called from FlxSprite::draw, org/flixel/FlxSprite.hx 695 Critical Error: Null Object Reference
Posted on August 04, 2012 at 3:15 PM
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Hey there! Great port!
Quick question: have you ever experienced FlxTextfield showing up in the iPad simulator but not on the iPad itself? I'm using Monodevelop.
-A
Posted on August 04, 2012 at 1:28 PM
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