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haXe 2 Beginner's Guide

You're reading from   haXe 2 Beginner's Guide Develop exciting applications with this multi-platform programming language

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Product type Paperback
Published in Jul 2011
Publisher
ISBN-13 9781849512565
Length 288 pages
Edition Edition
Languages
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Toc

Table of Contents (21) Chapters Close

haxe 2
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting to know haXe FREE CHAPTER 2. Basic Syntax and Branching 3. Being Cross-platform with haXe 4. Understanding Types 5. The Dynamic Type and Properties 6. Using and Writing Interfaces, Typedefs, and Enums 7. Communication Between haXe Programs 8. Accessing Databases 9. Templating 10. Interfacing with the Target Platform 11. A Dynamic Website Using JavaScript 12. Creating a Game with haXe and Flash Pop Quiz Answers Index

Time for action – Creating a library


We will use SWFMILL to create a SWF file containing all our assets.

After that, we will instruct the haXe compiler to embed this SWF file in the one it is going to produce.

Creating a library can be made quite easily with SWFMILL using a XML language to describe it. Let's have a look at an XML file that will allow us to embed one image as a clip:

<?xml version="1.0" encoding="utf-8"?>
<movie width="60" height="20" framerate="20" frames="1" as3="1" version="9">
<frame>
<library>
   <clip id="Ship" import="image/ship.jpg"/>
</library>
</frame>
</movie>

Note that this clip will have the linkage ID as Ship and is the image located at image/ship.jpg (this is relative to the current working directory when we will run SWFMILL).

Note that one can also have bitmap tags and sound tags (there are also others available, but we won't use them).

After having created this file, you can open a terminal and execute SWFMILL as...

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