Basic AS3 Tutorial

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[[File:Basic_as3_splash.png|center]]
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[[File:010_015.png|center]]
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Beginning with FDT4, creating AS3 projects has never been easier. FDT now features powerful template management that is designed to help developers get up and running pretty quick.
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haXe is an open source and multiplatform programming language. To learn more and get the latest info on using haXe and the platforms it targets, check out the [http://haxe.org/doc/intro haXe's Introduciton].
 +
 
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If you haven't installed FDT and created your workspace yet, check out the [[Installing and Running FDT]] tutorial to guide you through the process.
 
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<br/>
 
= <center>Source Files</center> =
= <center>Source Files</center> =
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[[File:Download_soruce_files.png|center|link=http://github.com/downloads/Powerflasher/FDT-Resources/as3_basic_finish.zip]]
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[[File:Download_soruce_files.png|center|link=http://github.com/downloads/Powerflasher/FDT-Resources/haXe_finish.zip]]
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= <center>Video</center> =
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::::{{#widget:Vimeo|id=15571978}}
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= <center>Creating Your First Project</center> =
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-
[[File:02_004.jpg|center|200px]]
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Once you have FDT open, you have a few different ways of creating a new project. You can click ''Create new Flash Project'' via the [[Welcome Screen]] [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_001.jpg]], right click in the [[Flash Explorer]] and choose ''New Flash Project'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_002.jpg]] or choose ''New Flash Project'' from the ''File>New'' menu [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_003.jpg]].
+
-
Right away you'll see FDT's new [[Project Template Wizard]] open [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_004.jpg]]. Give the project a name, ''AS3 Project'' will work fine, and let's stick with choosing ''Empty AS3 Project''. When a valid project name has been added and a project template has been selected, the ''Finish'' button will highlight - so click finish to continue [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_005.jpg]].
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=Installation=
 +
To get started with haXe, you'll need to download a few extra add-ons.
-
= <center>Creating Your First Class</center> =
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==Download haXe==
-
Within the Flash Explorer we can see the project FDT created for us. Click on the little arrow next to the project icon to expand it's contents. Here you can see the setup for a basic FDT project and see what our ''Empty AS3 Project'' template has setup for us [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_006.jpg]].
+
-
* This top SDK icon tells us the [[Project Type]] [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_007.jpg]]
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Visit haXe's download page [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_001.gif]], and download one of the automatic installers for your platform. For this example, we'll be installing haXe for OSX.
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* The ''src'' folder has been setup as our default [[Source Folder]] [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_008.jpg]]  
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-
* The ''bin'' folder is set as the default [[Output Folder]] [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_009.jpg]]
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* The ''.settings'' folder and ''.project'' file are what FDT uses to keep track of [[Project Settings]] [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_010.jpg]]
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-
To run and build a Flash Project, FDT only needs one file. If you're familiar with Flash Authoring [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_011.jpg]] or Flash Builder [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_012.jpg]], this is like creating your Document Class or Main class. Create this file by right clicking on the ''src'' folder and choosing ''new>AS Class'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_012x.jpg]]. What pops up is FDT's [[New ActionScript Class Wizard]] [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_013.jpg]]. Once here, we'll just fill in a valid class name, ''Main'' is pretty standard [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_014.jpg]], and then define the superclass by clicking on the ''Browse...'' button [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_015.jpg]].  You can use either ''Sprite'' or ''MovieClip'' for superclass and unless you have a special reason, Sprite will work fine. Filter the Sprite class by beginning to type ''Sprite'' within the search input box on the top and when you see ''Sprite - flash.display'' click on that and hit the ''OK'' button. After filling in a valid class name and a valid superclass to extend, hit the ''OK'' button [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_016.jpg]].
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While installing, the installer may ask you to install ''Neko''. Neko is a language / Virtual Machine platform that comes with the installer. Even if you've never use Neko and haXe together, it may come in handy in the future so go ahead and install that as well [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_002.gif]].
 +
 +
When the installer is complete [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_003.gif]], confirm that the installation of haXe was successful by opening your console and executing the command ''haXe'':
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FDT will now create a new class for you automatically and open it within the [[Editor View]]. If some reason it didn't open for you, double click on the ''Main.as'' file within the Flash Explorer [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_017.jpg]].
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<syntaxhighlight lang="bash">
 +
haxe
 +
</syntaxhighlight>
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=<center>Writing Code For Your Class</center>=
 
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With our ''Main.as'' file open, let's create a simple red circle on the screen and then run our file.
 
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Within the [[constructor]] of your class, add this bit of code to add a red circle to the stage [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_018.jpg]].  
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If installed correctly, the console should print out haXe info:
 +
 
 +
<syntaxhighlight lang="bash">
 +
OSXs-MacBook:~ OSX$ haxe
 +
haXe Compiler 2.06 - (c)2005-2010 Motion-Twin
 +
Usage : haxe -main <class> [-swf9|-swf|-js|-neko|-php|-cpp|-as3] <output> [options]
 +
Options :
 +
  -cp <path> : add a directory to find source files
 +
  -js <file> : compile code to JavaScript file
 +
  -swf <file> : compile code to Flash SWF file
 +
  -swf9 <file> : compile code to Flash9 SWF file
 +
  -as3 <directory> : generate AS3 code into target directory
 +
  -neko <file> : compile code to Neko Binary
 +
  -php <directory> : generate PHP code into target directory
 +
  -cpp <directory> : generate C++ code into target directory
 +
  -xml <file> : generate XML types description
 +
  -main <class> : select startup class
 +
  -lib <library[:version]> : use a haxelib library
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  -D <var> : define a conditional compilation flag
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  -v : turn on verbose mode
 +
  -debug : add debug informations to the compiled code
 +
  -help  Display this list of options
 +
  --help  Display this list of options
 +
</syntaxhighlight>
 +
 
 +
 
 +
If it doesn't - try restarting your computer or reinstalling it again.
 +
 
 +
==Install FDT's haXe Plugin==
 +
*Start up FDT 4 and select ''Help>Install new Software'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_0001.png]].
 +
*Select the ''FDT Plugins Site'' update site [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_0002.png]] (If it is not included in your drop down menu, enter: http://fdt.powerflasher.com/plugins in the ''Work with'' text input and hit return).
 +
*Select "FDT haXe Plugin" from the plugin list [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_0003.png]], hit ''Finish'' and follow the final installation steps.
 +
 
 +
=Setting up the haXe Plugin=
 +
Before authoring and compiling haXe, you'll need to define the haXe SDK location for FDT to reference. Open FDT's preference widow and navigate to ''HaXe>SDK'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_005.gif]] and input the installation directory of haXe. If you're not sure where haXe is installed, the installation window will clue you in [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_006.gif]]. Here we can see that the installer is moving files and creating links to ''/usr/lib/haxe'' - this is the default location for OSX. After inputing the sdk location, hit ''OK'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_007.gif]].
 +
 
 +
=Create Your First haXe Project=
 +
 
 +
All haXe projects begin with a Flash Project base and then are converted to a haXe project. Begin by creating an ''Empty AS3 Project'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_008.gif]] and then create a new HaXe class by right clicking on ''src'' and choosing ''Other'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_010.gif]]. When the wizard pops up choose HaXe Class [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_011.gif]] and give the class the name ''Main'' and hit ''Finish'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_012.gif]].
 +
 
 +
==Convert Project To A haXe Project==
 +
With your first class created, right click on the project and select ''Add HaXe Project Nature'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_013.gif]]. When this happens, FDT will ask you to input some project variables. We already have configured our ''HaXe SDK Location'' so just hit ''Next'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_014.gif]].
 +
 
 +
Let's leave the haXe configuration file to the default location but modify the ''Output Path'' to ''bin/Main.swf'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_015.gif]].  When completed, FDT will have created a few extra files and folders for us.  We don't need to worry about ''.hxtypes'' but we use ''project.hxml'' to set configurations to our project [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_016.gif]]. We can also see that FDT has begun to parse our project for syntax errors [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_017.gif]].
 +
 
 +
==Adjust Compiler Settings==
 +
Before writing some code, let's alter some compiler options - this is done via the ''project.hxml'' file. Open us the file by double clicking on it [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_018.gif]] and then add this argument to the bottom:
 +
 
 +
<syntaxhighlight lang="bash">
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-swf-header 550:400:40:FFFFFFF
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</syntaxhighlight>
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 +
Here we are setting the ''Width'' and ''Height'' properties to 500 x 400 [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_020.gif]].
 +
 
 +
= Compiling and Viewing your .SWF =
 +
 
 +
==Adding haXe Code==
 +
The syntax of haXe is a bit beyond the scope of this tutorial - but that doesn't mean we have to code something boring! Copy and paste the code below to make a simple animation [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_021.gif]]. Or type in the the code yourself to begin exploring the syntax auto completion FDT provides [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_022.gif]].
 +
 
<syntaxhighlight lang="actionscript">
<syntaxhighlight lang="actionscript">
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var circle : Shape = new Shape();
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package ;
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circle.graphics.beginFill(0xff0000);
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import flash.display.Sprite;
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circle.graphics.drawCircle(150, 150, 100);
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import flash.events.Event;
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addChild(circle);
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 +
class Main{
 +
static var view:Sprite;
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static var x: Float = 0;
 +
static var y: Float = 200;
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static var speed :Float = 20;
 +
static var max_x : Float = 550;
 +
 +
    static function main() {
 +
new Main();  
 +
    }
 +
   
 +
    function new(){
 +
    view = new Sprite();
 +
    flash.Lib.current.addChild (view);
 +
    flash.Lib.current.stage.addEventListener(Event.ENTER_FRAME, update_view);
 +
    }
 +
   
 +
    function update_view (e: Dynamic){
 +
    view.graphics.clear();
 +
    view.graphics.beginFill(0xff0000, 1);
 +
    view.graphics.drawCircle(x, y, 50);
 +
   
 +
    if(is_invalid_x()) speed  = speed * -1;
 +
    x+= speed;
 +
    }
 +
   
 +
    function  is_invalid_x() : Bool {
 +
    return x > max_x || x < 0;
 +
    }
 +
}
</syntaxhighlight>
</syntaxhighlight>
 +
==Compiling haXe==
-
When typing this code within the constructor, FDT will flag some errors. Resolve these errors by using one of FDT's [[Smart Editor]] features: [[Organize Imports]]. Invoke this by pressing ''Cmd+Shift+O'' (OSX) or ''Ctrl+Shift+O'' (Windows). FDT will automatically add the missing import statements [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_019.jpg]].
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For the time being, FDT will automatically attempt to compile your .SWF every time you save it. If there are no errors in your project, your .SWF will appear in your ''bin'' folder [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_023.gif]]. If it doesn't appear, try refreshing your project [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_024.gif]].
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=<center>Launch Your SWF</center>=
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==View Your SWF==
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[[File:02_020x.jpg|center]]
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-
To quickest way to launch your application is to right click on the ''Main'' class within the editor and select ''Run As>FDT SWF Application'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_020.jpg]]. FDT will being the build process, as can been seen in the [[Console]] view [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_021.jpg]], and when complete, FDT will launch the [[External SWF Viewer]] that runs our .SWF with the red circle on the [[Stage]] [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_022.jpg]].
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-
With compilation successful, FDT will have created a .SWF in your [[Output Folder]]  ''bin'' by default and created a [[Launch Configuration]] located within the folder ''.settings>launch'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:02_023.jpg]].
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As this FDT plugin is still in it's early stages, there are no launch configurations to automatically view your .SWF - but we can make a simple Ant script to view our .SWF! We'll quickly go over a simple script to view our .SWF but for more in depth know-how on using Ant, check out the [[FDT and Ant Tutorial]].
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After viewing your .SWF, close the External SWF Viewer and confirm your .SWF was created by opening up your ''bin'' output folder and looking for ''Main.swf''.
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Create a new Ant script by beginning with a simple XML file by right clicking on the project and choosing ''new>other'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_025.gif]] and then select an XML file to create [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_026.gif]] and hit ''Finish''. Give the script any name you like, this one is called ''view_swf.xml'' and hit ''Finish'' [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_027.gif]].
 +
 
 +
Next, copy the code below to have FDT launch the external .SWF viewer [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_028.gif]]:
 +
 
 +
<syntaxhighlight lang="xml">
 +
<project>
 +
<target name="view.swf">
 +
<fdt.extSWFViewer.startSWF width="550" height="400"
 +
                    file="${basedir}/bin/Main.swf"/>
 +
</target>
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</project>
 +
</syntaxhighlight>
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=<center>Wrap Up</center>=
 
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Congratulations, you’ve built your first FDT application. From here, you’ll probably want to learn more about editing Launch Configurations and compiler options such as .SWF size and background color. See our  [[Launch Configuration Tutorial]] for more info on that.
 
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=<center>FAQ</center>=
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Then, drag your .XML file to the Ant view [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_029.gif]] and double click the target to launch [[File:Img_preview.png | link=http://fdt.powerflasher.com/docs/File:010_030.gif]]. You will then see a red ball moving back and forth on the screen.
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*Q: My project compiled but it didn't open in the External SWF Viewer
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-
*A: Check to see if [http://www.adobe.com/support/flashplayer/downloads.html Flash Player] and [http://www.java.com/en/download/installed.jsp Java] are properly installed.
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-
*Q: How Do I change .SWF settings like background color or size?
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*note: ''If you get an error while tying to run the Ant file, it's probably a JRE error, check out the [[FDT and Ant Tutorial]] to learn how to correct it.''
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*A: Check out the [[Launch Configuration Tutorial]] tutorial to learn about different ways to compile and view your Flash Applications
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-
*Q: Does my class need to be named ''Main''.
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=Wrap Up=
-
*A: Not at all - any legal class name works. FDT has a very powerful and flexible way of building and running your applications. Check out the [[Launch Configuration Tutorial]] for more info.
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That's it, you've successfully set up your first FDT haXe Flash project!
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*Q: Why is my output swf named ''Main.swf'' and why is my launch configuration named ''Main''.
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As this plugin is still an Alpha release, please bare with us! For any feedback, feature requests, improvements, bugs and other issues we encourage you to use our community driven tracking website to make the haXe support in FDT the greatest ever. We also suggest anyone anyone interested in haXe developement to subscribe to the haXe mailing list. It's a very active group with smart people and interesting topics.  
-
*A: When clicking on a Class and choosing ''Run As...'' from either the Editor View or the Flash Explorer - if FDT doesn't detect that a launch configuration already exists for that file, FDT will create a new one. The new launch configuration created will have the same name as the Class that was selected when choosing ''Run As...'' or ''Debug As...''.
+
-
*Q: Why is it that when I click on my project within the Flash Explorer and then go to the [[Run Menu]], I don't see my ''Main class'' but I see ''(no launch history)'' or I see ''Run As>FDT SWC Library''.
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On the behalf of the FDT Team and Influxis, we hope you are as excited as we are and enjoy the FDT haXe plugin.
-
*A: FDT works  differently than other IDEs. It uses [[Launch Configurations]] and doesn't force you to hardcode any settings. This includes compiler options, your ''Main'' class or the name of your output .swfs. You can even create many different launch configurations for one project. Learn more with the [[Launch Configuration Tutorial]] tutorial.
+

Revision as of 22:04, 4 November 2010

010 015.png

haXe is an open source and multiplatform programming language. To learn more and get the latest info on using haXe and the platforms it targets, check out the haXe's Introduciton.


Contents

Source Files

Download soruce files.png

Installation

To get started with haXe, you'll need to download a few extra add-ons.

Download haXe

Visit haXe's download page Img preview.png, and download one of the automatic installers for your platform. For this example, we'll be installing haXe for OSX.

While installing, the installer may ask you to install Neko. Neko is a language / Virtual Machine platform that comes with the installer. Even if you've never use Neko and haXe together, it may come in handy in the future so go ahead and install that as well Img preview.png.

When the installer is complete Img preview.png, confirm that the installation of haXe was successful by opening your console and executing the command haXe:

haxe


If installed correctly, the console should print out haXe info:

OSXs-MacBook:~ OSX$ haxe
haXe Compiler 2.06 - (c)2005-2010 Motion-Twin
 Usage : haxe -main <class> [-swf9|-swf|-js|-neko|-php|-cpp|-as3] <output> [options]
 Options :
  -cp <path> : add a directory to find source files
  -js <file> : compile code to JavaScript file
  -swf <file> : compile code to Flash SWF file
  -swf9 <file> : compile code to Flash9 SWF file
  -as3 <directory> : generate AS3 code into target directory
  -neko <file> : compile code to Neko Binary
  -php <directory> : generate PHP code into target directory
  -cpp <directory> : generate C++ code into target directory
  -xml <file> : generate XML types description
  -main <class> : select startup class
  -lib <library[:version]> : use a haxelib library
  -D <var> : define a conditional compilation flag
  -v : turn on verbose mode
  -debug : add debug informations to the compiled code
  -help  Display this list of options
  --help  Display this list of options


If it doesn't - try restarting your computer or reinstalling it again.

Install FDT's haXe Plugin

  • Start up FDT 4 and select Help>Install new Software Img preview.png.
  • Select the FDT Plugins Site update site Img preview.png (If it is not included in your drop down menu, enter: http://fdt.powerflasher.com/plugins in the Work with text input and hit return).
  • Select "FDT haXe Plugin" from the plugin list Img preview.png, hit Finish and follow the final installation steps.

Setting up the haXe Plugin

Before authoring and compiling haXe, you'll need to define the haXe SDK location for FDT to reference. Open FDT's preference widow and navigate to HaXe>SDK Img preview.png and input the installation directory of haXe. If you're not sure where haXe is installed, the installation window will clue you in Img preview.png. Here we can see that the installer is moving files and creating links to /usr/lib/haxe - this is the default location for OSX. After inputing the sdk location, hit OK Img preview.png.

Create Your First haXe Project

All haXe projects begin with a Flash Project base and then are converted to a haXe project. Begin by creating an Empty AS3 Project Img preview.png and then create a new HaXe class by right clicking on src and choosing Other Img preview.png. When the wizard pops up choose HaXe Class Img preview.png and give the class the name Main and hit Finish Img preview.png.

Convert Project To A haXe Project

With your first class created, right click on the project and select Add HaXe Project Nature Img preview.png. When this happens, FDT will ask you to input some project variables. We already have configured our HaXe SDK Location so just hit Next Img preview.png.

Let's leave the haXe configuration file to the default location but modify the Output Path to bin/Main.swf Img preview.png. When completed, FDT will have created a few extra files and folders for us. We don't need to worry about .hxtypes but we use project.hxml to set configurations to our project Img preview.png. We can also see that FDT has begun to parse our project for syntax errors Img preview.png.

Adjust Compiler Settings

Before writing some code, let's alter some compiler options - this is done via the project.hxml file. Open us the file by double clicking on it Img preview.png and then add this argument to the bottom:

-swf-header 550:400:40:FFFFFFF

Here we are setting the Width and Height properties to 500 x 400 Img preview.png.

Compiling and Viewing your .SWF

Adding haXe Code

The syntax of haXe is a bit beyond the scope of this tutorial - but that doesn't mean we have to code something boring! Copy and paste the code below to make a simple animation Img preview.png. Or type in the the code yourself to begin exploring the syntax auto completion FDT provides Img preview.png.


package ;
import flash.display.Sprite;
import flash.events.Event;
 
class Main{
	static var view:Sprite;
	static var x: Float = 0;
	static var y: Float = 200;
	static var speed :Float = 20;
	static var max_x : Float = 550;
 
    static function main() {
		 new Main();    
    }
 
    function new(){
    	view = new Sprite();
    	flash.Lib.current.addChild (view);
    	flash.Lib.current.stage.addEventListener(Event.ENTER_FRAME, update_view);
    }
 
    function update_view (e: Dynamic){
    	view.graphics.clear();
    	view.graphics.beginFill(0xff0000, 1);
    	view.graphics.drawCircle(x, y, 50);
 
    	if(is_invalid_x()) speed  = speed * -1;
    	x+= speed;
    }
 
    function  is_invalid_x() : Bool {
    	return x > max_x || x < 0;
    }
}

Compiling haXe

For the time being, FDT will automatically attempt to compile your .SWF every time you save it. If there are no errors in your project, your .SWF will appear in your bin folder Img preview.png. If it doesn't appear, try refreshing your project Img preview.png.

View Your SWF

As this FDT plugin is still in it's early stages, there are no launch configurations to automatically view your .SWF - but we can make a simple Ant script to view our .SWF! We'll quickly go over a simple script to view our .SWF but for more in depth know-how on using Ant, check out the FDT and Ant Tutorial.

Create a new Ant script by beginning with a simple XML file by right clicking on the project and choosing new>other Img preview.png and then select an XML file to create Img preview.png and hit Finish. Give the script any name you like, this one is called view_swf.xml and hit Finish Img preview.png.

Next, copy the code below to have FDT launch the external .SWF viewer Img preview.png:

<project>
	<target name="view.swf">
		<fdt.extSWFViewer.startSWF width="550" height="400"
                     file="${basedir}/bin/Main.swf"/>
	</target>
</project>


Then, drag your .XML file to the Ant view Img preview.png and double click the target to launch Img preview.png. You will then see a red ball moving back and forth on the screen.

  • note: If you get an error while tying to run the Ant file, it's probably a JRE error, check out the FDT and Ant Tutorial to learn how to correct it.

Wrap Up

That's it, you've successfully set up your first FDT haXe Flash project!

As this plugin is still an Alpha release, please bare with us! For any feedback, feature requests, improvements, bugs and other issues we encourage you to use our community driven tracking website to make the haXe support in FDT the greatest ever. We also suggest anyone anyone interested in haXe developement to subscribe to the haXe mailing list. It's a very active group with smart people and interesting topics.

On the behalf of the FDT Team and Influxis, we hope you are as excited as we are and enjoy the FDT haXe plugin.

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