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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 – Using assets


To use an asset, we will have to create a class with the same name as its linkage ID. Depending on the tag we have used, this class should be of a different type as shown in the following table:

Tag

haXe Type

clip

flash.display.MovieClip

sound

flash.display.MovieClip

bitmap

flash.display.Bitmap

Therefore, for example, for our Ship we should create the following class:

import flash.display.MovieClip;  

@:bind class Ship extends MovieClip
{
   public function new()
   {
      super();
   }
}

We can then add an instance of it on our main timeline:

@:bind class TestAssets
{
   public static function main(): Void
   {
      var ship = new Ship();
      flash.Lib.current.stage.addChild(ship);
   }
}

We will compile and run this as usual, but we need to add an option to our compilation instructions. This option is the -swf-lib that will instruct the compiler to embed our SWF containing our assets:

-swf-lib assets.swf

It is that simple. Then, compile as...

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