Using Xcode 3.2 with Flixel 2.+
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This template’ll set you on your path to working with the latest version (as of writing v2.23) of Flixel in Xcode 3.2.
FLEX SDK DOWNLOAD
If you’re just getting started out, you’ll want to download the latest version of the FLEX SDK, this is what compiles and blends your Flixel game together.
TWEAKING THE TEMPLATE
- Run Template.xcodeproj from the folder that’ll pop up when the install has finished.
- In Xcode, drag the “org” folder from your Flixel download into the project and select to “Copy items into destinations group’s folder” (if needed). Then select “Create Folder References for any added folder”. Hit “Add”.
- You’ll wanna change the path to your Flex SDK as well. You’ll find that under the mxmlc target too. Be sure not to move your SDK folder once you’ve selected it, otherwise building just wont finish.
- Hit save, close down the Template and head over to New Project > Other > Flixel
- Basically, replace every PROJECT_NAME with your project’s name. Look inside the .as files. That includes the file PROJECT_NAME.as and the link to that file in the mxmlc target argument.
If you want to be able to use Xcode’s Build’N’Run system, you’ll need to follow the instructions below removing quotation marks along the way.
- Right click on “Executables”, hover over “Add” and select “New Custom Executable”.
- In the following window, for “Executable Name”, rename “Executable” to “open” and set the “Executable Path” to “/usr/bin/open”
- In the next (Executable Info) window, set the “Path Type” to “Absolute Path”, and then select the “Arguments” pane.
- Click the + in the “Arguments” section.
- Drag the .swf file that you built using Xcode over the field and your link will be made.
- Try hitting CMD + Return for quick’n’easy Build’N’Running.
If you’re stuck, shout out on the forum for a hand.