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ninjamuffin99 authored Feb 20, 2024
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8 changes: 4 additions & 4 deletions README.md
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Expand Up @@ -18,11 +18,11 @@ This is the main location for HaxeFlixel documentation. Pull requests from this
The main documentation is made up of `*.html.md` files in the `./documentation` folder. Each file and folder starts with a numerical prefix specifying the order listed on the [docpad website](https://github.com/HaxeFlixel/haxeflixel.com).

Additional pages can be added using the same extension and using a header specifying the title as seen in the other pages. Eg:

```
```
---
title: "Documentation Page"
```

---
```
Use Regular GitHub flavoured markdown for the page.
Note `title:` above is case sensitive.

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4 changes: 2 additions & 2 deletions documentation/00_getting_started/00-getting-started.html.md
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```
---
title: "Getting Started"
rootDoc: true
```
---

Welcome to HaxeFlixel! To setup your Windows, Linux or Mac system to start making games, there are three steps:

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```
---
title: "Install HaxeFlixel"
```
---

To install the latest stable version of HaxeFlixel, open a command prompt and run the following [Haxelib](http://lib.haxe.org/) commands:

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To easily install additional libraries (addons, ui, demos, tools, templates...) in a single step, just run:

```bash
``` bash
haxelib run lime setup flixel
```

### Install the `lime` command

```bash
``` bash
haxelib run lime setup
```

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4 changes: 2 additions & 2 deletions documentation/00_getting_started/02-hello-world.html.md
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```
---
title: "Hello World"
```
---

"Hello World" is a [common example](http://en.wikipedia.org/wiki/Hello_world_program) of getting started with programming, here we will show you how to add Hello World with HaxeFlixel's `FlxText`. You can compile this test for any supported target platform.

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```
---
title: "Visual Studio Code"
```
---

[![](../images/00_getting_started/vscode/vscode-plus-extensions.png)](https://marketplace.visualstudio.com/items?itemName=vshaxe.haxe-extension-pack)

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4 changes: 2 additions & 2 deletions documentation/00_getting_started/04-where-to-now.html.md
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```
---
title: "Where to now?"
```
---

If you have successfully compiled a Hello World sample, there are multiple places to jump to from here:

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/00-tutorial.html.md
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```
---
title: "Tutorial"
rootDoc: true
```
---

Welcome to HaxeFlixel! In this tutorial, you will learn how to create a complete game in HaxeFlixel from start to finish, and then some. Each step is broken into smaller chunks to help you get through even the most complicated and daunting steps.

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/01-the-power-of-haxeflixel.html.md
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```
---
title: "The Power of HaxeFlixel"
```
---

First, let me talk a bit about why you should use HaxeFlixel.

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/02-1-setup.html.md
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```
---
title: "1 - Setup"
```
---

The first things we need to do is install all of the components we need to work with HaxeFlixel. For that, please follow our general [Getting Started](/documentation/getting-started/) guide. This will get you:

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/03-2-creating-a-new-project.html.md
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```
---
title: "2 - Creating a new project"
```
---

Now we want to make sure that everything is installed properly - and we want to set up the framework for our game. So we're going to make a new project, open it with VSCode and test that it builds and runs.

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/04-3-groundwork.html.md
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```
---
title: "3 - Groundwork"
```
---

Now it's time to think about what we actually want our game to be, and how we're going to pull it off.

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/05-4-sprites-and-animation.html.md
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```
---
title: "4 - Sprites and Animation"
```
---

So we have a player sprite that moves around the screen. Great! But… we don't want it to just look like a block… so let's add some graphics!

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/06-5-creating-a-tilemap.html.md
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```
---
title: "5 - Creating a Tilemap"
```
---

Now it's time to make some maps for the player to move around in! To do this, we're going to use a tool called _Ogmo Editor_. Ogmo is a free tilemap editor that works very nicely with HaxeFlixel. For this part of the tutorial, we're just going to use a simple 2-tile tilesheet with a tile for walls and a tile for floors.

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/07-6-loading-the-tilemap.html.md
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```
---
title: "6 - Loading the Tilemap"
```
---

One of the great things about using Ogmo with HaxeFlixel is that there is already a built-in class to load and use the maps. However, it's not in the 'standard' HaxeFlixel library - we have to install the flixel-addons library to get access to it.

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/08-7-zoom-and-cameras.html.md
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```
---
title: "7 - Zoom and Cameras"
```
---

When you run your game now, you'll notice that everything is really, really small. We're going to make it more visible by applying some zoom to our game so that we can get a better look at the action. This is a pretty quick change:

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/09-8-pickups.html.md
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```
---
title: "8 - Pickups"
```
---

Now that we have our little guy running around our map, lets give him something to pick up. We'll add some simple coins that will add to the player's score when they are picked up.

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/10-9-enemies-and-basic-ai.html.md
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```
---
title: "9 - Enemies and Basic AI"
```
---

What would a dungeon game be without enemies? Let's add some!

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/11-10-ui-and-combat.html.md
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```
---
title: "10 - UI and Combat"
```
---

Now we want to show the player what's going on. So we need to have some kind of HUD on the screen to tell them what their current/max health is, and how many coins they have. For the health icon you can use this image ![](https://raw.githubusercontent.com/HaxeFlixel/flixel-demos/master/Tutorials/TurnBasedRPG/assets/images/health.png), or make your own. Make sure you save this in `assets/images`.

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/12-11-game-over-menu.html.md
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```
---
title: "11 - Game Over Menu"
```
---

Our game is really starting to come together! Now we need it to feel more like a 'game' with a win and lose scenario. For our (very simple) game, we'll just make it so that if you ever die in combat, you get a Game Over, and when you beat the boss enemy, you win. Both of these conditions will take you to the same `FlxState` to show you your score and allow you to play again if you want.

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/13-12-sound-and-music.html.md
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```
---
title: "12 - Sound and Music"
```
---

Our game is really coming together now, but it's still missing something… there's no _sound_ yet!

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/14-13-multiple-platforms.html.md
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```
---
title: "13 - Multiple Platforms"
```
---

One of the big advantages of using HaxeFlixel is the ability to build your games for multiple platforms. You can build a working HTML5, Windows, Linux, Mac, Android and iOS game - all from the same code! So far, we've been working with HTML5, and, for the most part, you don't have to do too much to get your game working on other platforms - if you test it under Windows right now, it should mostly work just fine (although, without music, which we'll discuss later). However, you might run into some issues if you try to build it for a mobile device - at the very least, you won't be able to play it without a keyboard. We'll focus on Windows and Android in this tutorial and add a few things to make them work better on those platforms.

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/15-14-polish.html.md
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```
---
title: "14 - Polish"
```
---

In this section, you're going to learn a few simple tricks to add some polish and juice to your game. Some of those have already been added here and there, but we'll go through a few places now to talk about them.

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4 changes: 2 additions & 2 deletions documentation/01_tutorial/16-conclusion.html.md
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```
---
title: "Conclusion"
```
---

Now we have a pretty complete, working game! It's not too complex, but it should give you a full, well-rounded idea of how to make your own games in HaxeFlixel. I really hope you've enjoyed this tutorial, and take the time to play around with the code some more to try expanding the game even further. You could add more levels, add stairway objects to move between them, add more enemy types, and collectibles, and upgrades… the list goes on.

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4 changes: 2 additions & 2 deletions documentation/02_handbook/00-haxeflixel-handbook.html.md
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```
---
title: "HaxeFlixel Handbook"
rootDoc: true
```
---

Welcome to the HaxeFlixel handbook. These pages are intended to answer common questions and explain the main ideas and structures behind most HaxeFlixel games.
As the types of games and use cases of HaxeFlixel are vast we appreciate developers making additions and improvements to this documentation through [GitHub](https://github.com/HaxeFlixel/flixel-docs).
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4 changes: 2 additions & 2 deletions documentation/02_handbook/01-flixel-display-list.html.md
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```
---
title: "Flixel Display List"
```
---
The Flixel Display list is a specially designed structure for your game's sprites to be rendered.

#### `FlxSprite` != `flash.display.Sprite`
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4 changes: 2 additions & 2 deletions documentation/02_handbook/02-flxgroup.html.md
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```
---
title: "FlxGroup"
apiPath: group/FlxTypedGroup.html
```
---

```haxe
import flixel.group.FlxGroup;
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4 changes: 2 additions & 2 deletions documentation/02_handbook/03-flxsprite.html.md
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```
---
title: "FlxSprite"
apiPath: FlxSprite.html
```
---

```haxe
import flixel.FlxSprite;
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4 changes: 2 additions & 2 deletions documentation/02_handbook/04-flxstate.html.md
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```
---
title: "FlxState"
apiPath: FlxState.html
```
---

This is the basis for your game's levels and menus, each described in a "state" structure. The state is a way of organising your game objects for the state that the game is currently in. For example, when you create level 0 of your game it's much more organized to only have the code for that level, not every level. Also it's good to use switching states to clear your memory, to avoid memory leaks. A typical Flixel game will have a separate `FlxState` class for every level and menu.

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4 changes: 2 additions & 2 deletions documentation/02_handbook/05-flxsave.html.md
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```
---
title: "FlxSave"
apiPath: util/FlxSave.html
```
---

```haxe
import flixel.util.FlxSave;
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4 changes: 2 additions & 2 deletions documentation/02_handbook/06-flxtween.html.md
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```
---
title: "FlxTween"
apiPath: tweens/FlxTween.html
```
---

A `FlxTween` allows you to create smooth interpolations and animations easily. Tweening is short for [inbetweening](http://en.wikipedia.org/wiki/Inbetweening): you only have to specify start and end values and the `FlxTween` class will generate all values between those two. If you want to see a `FlxTween` in action, this [tween demo](http://haxeflixel.com/demos/FlxTween/) is available.

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4 changes: 2 additions & 2 deletions documentation/02_handbook/07-haxeflixel-conditionals.html.md
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```
---
title: "HaxeFlixel Conditionals"
```
---

### What is "conditional compilation"?

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4 changes: 2 additions & 2 deletions documentation/02_handbook/08-haxeflixel-targets.html.md
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```
---
title: "HaxeFlixel Targets"
```
---

HaxeFlixel currently supports the following targets through OpenFL:

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4 changes: 2 additions & 2 deletions documentation/02_handbook/09-desktop-targets.html.md
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```
---
title: "Desktop Targets"
```
---

The desktop targets of HaxeFlixel run on all mainstream operating systems (OSX, Windows and Linux). They are all compiled to C++ through the Hxcpp library and are rendered through interfacing with the [Simple DirectMedia Layer.](http://libsdl.org) The code for this part of the library is developed through [NME ](https://github.com/haxenme/NME)which provides dll libs that openfl interfaces with.

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4 changes: 2 additions & 2 deletions documentation/02_handbook/10-mobile-targets.html.md
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```
---
title: "Mobile Targets"
```
---

With the penetration of mobile devices in the world ignoring mobile targets for your games and applications is ignoring a huge audience.

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4 changes: 2 additions & 2 deletions documentation/02_handbook/11-android.html.md
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```
---
title: "Android"
```
---

<img src="/images/targets/android-logo.svg" width="160px" style="float:left; padding:10px" />

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4 changes: 2 additions & 2 deletions documentation/02_handbook/12-ios.html.md
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```
---
title: "iOS"
```
---

<img src="/images/targets/ios-logo.png" width="160px" style="float:left; padding:10px" />

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4 changes: 2 additions & 2 deletions documentation/02_handbook/13-neko.html.md
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```
---
title: "Neko"
```
---

<img src="../images/02_handbook/nekovm-logo.png" width="128px" style="float:left; padding:10px" />

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4 changes: 2 additions & 2 deletions documentation/02_handbook/14-keyboard.html.md
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```
---
title: "Keyboard"
apiPath: input/keyboard/FlxKeyboard.html
```
---

Keyboard input for HaxeFlixel is provided through the `FlxKeyboard` class and is available through `FlxG.keys`.

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4 changes: 2 additions & 2 deletions documentation/02_handbook/15-mouse.html.md
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```
---
title: "Mouse"
apiPath: input/mouse/FlxMouse.html
```
---

Mouse input for HaxeFlixel is provided through the `FlxMouse` class and is available through `FlxG.mouse`. It is worth noting that it extends `FlxPoint`.

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5 changes: 2 additions & 3 deletions documentation/02_handbook/16-gamepads.html.md
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```
---
title: "Gamepads"
apiPath: input/gamepad/index.html
```

---
Gamepad input for HaxeFlixel is provided through the `FlxGamepad` class and is available through `FlxG.gamepads` and the `InputFrontEnd`.

Since gamepads have a variety of manufacturers their keycodes provided to HaxeFlixel API differ from model to model. HaxeFlixel provides mappings that map buttons and sticks to common IDs for convenient use. Mappings are available for:
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