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# openfl
  • s

    square-angle-35096

    03/03/2023, 1:15 AM
    Copy code
    bat
    export/debug/windows/haxe/ApplicationMain.hx:216: characters 25-37 : Too many arguments
    export/debug/windows/haxe/ApplicationMain.hx:151: characters 5-36 : ... Called from macro here
    export/debug/windows/haxe/ApplicationMain.hx:216: characters 25-37 : Too many arguments
    export/debug/windows/haxe/ApplicationMain.hx:169: characters 4-35 : ... Called from macro here
  • s

    square-angle-35096

    03/03/2023, 1:15 AM
    huh...
  • s

    square-angle-35096

    03/03/2023, 1:15 AM
    i got this from an almost empty openfl project
  • s

    square-angle-35096

    03/03/2023, 1:16 AM
    i just got it from a template, modified project.xml a bit and used a bit of haxeui in it
  • s

    square-angle-35096

    03/03/2023, 1:16 AM
    Copy code
    hx
    package;
    
    import haxe.ui.HaxeUIApp;
    import openfl.display.Sprite;
    import haxe.ui.core.Component;
    import haxe.ui.ComponentBuilder;
    
    class Main
    {
        var app = new HaxeUIApp();
    
        public function main()
        {
            app.ready(function()
            {
                var main:Component = ComponentBuilder.fromFile('assets/main.xml');
                app.start();
            });
        }
    }
  • s

    square-angle-35096

    03/03/2023, 1:16 AM
    The Main.hx file
  • h

    hallowed-ocean-84954

    03/03/2023, 3:05 AM
    I embed HaxeUI in an openfl project but I don't use HaxeUIApp to do it. Just call Toolkit.init() should be all you need.
  • s

    square-angle-35096

    03/03/2023, 3:05 AM
    oh
  • h

    hallowed-ocean-84954

    03/03/2023, 3:07 AM
    Actually your Main doesn't extend Sprite which mine does. I think this is in the backend example. But here is a pointer to my Main
  • s

    square-angle-35096

    03/04/2023, 3:48 PM
    trying to use an hxp file for my project, but its trying to build to neko for some reason.
    Copy code
    bat
    Called from lime/_internal/backend/native/NativeCFFI.hx line 613
    Called from lime/system/CFFI.hx line 172
    Called from lime/system/CFFI.hx line 306
    Uncaught exception - Could not find NekoAPI interface.
    or assume that's whats happening here
  • p

    powerful-morning-89

    03/04/2023, 4:07 PM
    The build tools use Neko, and it looks like it can't find
    lime.ndll
    for some reason. Did it only break when you started using hxp files (ie does it work if you use a project.xml file),
  • s

    square-angle-35096

    03/04/2023, 4:11 PM
    it only happens with hxp
  • l

    little-oxygen-79174

    03/04/2023, 4:42 PM
    I think I remember the workaround for this bug; grab the NDLL from your Haxe install folder and put it in the root of your project
  • s

    square-angle-35096

    03/04/2023, 4:42 PM
    oh! let me try.
  • s

    square-angle-35096

    03/04/2023, 4:42 PM
    neko.ndll, right?7
  • s

    square-angle-35096

    03/04/2023, 4:43 PM
    tried with neko.ndll, doesn't seem to work. or that isn't it?
  • s

    square-angle-35096

    03/04/2023, 4:46 PM
    oh that's dll
  • s

    square-angle-35096

    03/04/2023, 4:46 PM
    i just realized
  • l

    little-oxygen-79174

    03/04/2023, 4:47 PM
    Um I think you need
    lime.ndll
    ?
  • s

    square-angle-35096

    03/04/2023, 4:47 PM
    i do? that doesn't come with the template project.
  • l

    little-oxygen-79174

    03/04/2023, 4:47 PM
    Because it's trying to call a Lime function
  • s

    square-angle-35096

    03/04/2023, 4:50 PM
    copying lime.ndll from a random project seems to work.
  • s

    square-angle-35096

    03/04/2023, 4:50 PM
    that's funky
  • s

    square-angle-35096

    03/04/2023, 5:23 PM
    tried setting app.path through hxp and it goes to the default folder
  • s

    square-angle-35096

    03/04/2023, 5:23 PM
    Copy code
    hx
        function dirConfig() {
            var architecture = is64Bit() ? "x64" : "x86";
            var buildDir = 'export/${debug ? 'debug' : 'release'}/$target/$architecture';
    
            Log.info('Output directory: $buildDir');
            app.path = buildDir;
        }
  • s

    square-angle-35096

    03/04/2023, 5:23 PM
    that function is called on the new function
  • c

    colossal-orange-47199

    03/06/2023, 8:02 AM
    Hello! This might be a little late but I was in the same boat as you and anti-aliased graphics were driving me crazy until I saw your thread so thank you! Although I have since discovered that Instead of using
    smooth = false;
    on every graphic element in the game, you can edit the HaxePunk source file of
    Graphic.hx
    and change the field
    public static var smoothDefault:Bool = true;
    to
    false;
    . That way when the game runs, newly created graphics will have the
    smooth
    setting set to
    false
    by default. Hope this helps anybody in the future!
  • f

    future-iron-61487

    03/09/2023, 8:30 AM
    BTW UPDATE: It turns out the way defaults were set changed between lime 7.2.1 and 8, so the game was running /just fine/ but at 1x1 resolution and 1fps with OpenGL turned off.
  • f

    future-iron-61487

    03/09/2023, 8:31 AM
    (all the defaults were set to
    null
    )
  • a

    aloof-glass-16798

    03/10/2023, 9:33 AM
    Hey on the html5 target is there any documentation on changing the default html page used to embed the game or to manipulate said page?
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