Free, cross-platform 2D game engine powered by Haxe and OpenFL
Pull request Compare This branch is 282 commits behind HaxeFlixel:dev.
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Failed to load latest commit information.
flixel Merge branch 'master' into dev Aug 5, 2016
tests FlxFrameTest compile fix Jul 10, 2016
.codeclimate.yml Enable Haxe-Checkstyle on CodeClimate Mar 29, 2016
.editorconfig clear editorconfig Nov 1, 2014
.gitattributes Add .gitattributes to define .bat and .sh line endings May 24, 2015
.gitignore FlxGamepadAnalogStateList: remove some unused vars Apr 15, 2016
.travis.yml Update Dec 20, 2013 Readme: use style=flat-square badges Mar 31, 2016
checkstyle.json [Checkstyle] fix some unused import warnings + misc Apr 16, 2016
haxelib.json Haxelib release 4.1.1 Aug 5, 2016
include.xml [Travis] don't include any sounds to avoid errors Apr 23, 2016

flixel | addons | ui | demos | tools | templates | docs |

MIT License Haxelib Version Patreon Build Status Code Climate

Getting Started

Click here to get started making games with HaxeFlixel.

HaxeFlixel is open source software developed by volunteers, click here to meet the team!

If you're a developer and like what we're doing, read the docs and get involved.


In case you're looking for resources, help, or just want to interact with the community:


HaxeFlixel was created by Alexander Hohlov, also known as Beeblerox who continues to be the project lead. The codebase started largely from a Haxe port of the AS3 version of Flixel written by Adam “Atomic” Saltsman and Richard Davey's Power Tools

Special thanks go to the community contributors Werdn, gamedevsam, impaler, ProG4mr, Gama11, sergey-miryanov and more.

HaxeFlixel presents substantial enhancements from the original Flixel AS3 code:

  • Use of a robust and powerful, open source language
  • Flexible Asset Management System
  • Cross-platform development for Linux, Mac and Windows
  • Texture Atlas and Layer enhancement for cpp targets
  • Integrated and robust Tween System
  • Access to OpenFL native extensions
  • Compile to Mobile and Desktop targets with native code through OpenFL
  • Impressive Native Performance using GPU accelerated drawTiles implementation on cpp targets
  • A powerful debugger with a console as well as an advanced logging system
  • A vibrant community that keeps updating the engine and adding new features to it

For Developers

If you are wanting to contribute code, please review the following documentation:

If you have a question or have not contributed on GitHub before, there are friendly people in the community that help out in the forums.

For using git with GitHub we recommended using a GUI application to manage your changes, for example SourceTree.

Runtime Targets

The current possible targets are:

Mobile Desktop Web
BlackBerry Linux Flash
Android Windows
WebOS Neko

Basic Features

  • Display thousands of moving objects
  • Basic collisions between objects
  • Group objects together for simplicity
  • Easily generate and emit particles
  • Create game levels using tilemaps
  • Text display, save games, scrolling
  • Mouse, keyboard, controller, and touch inputs
  • Math & color utilities
  • Record and play back replays
  • Powerful interactive debugger
  • Camera system for split screen
  • Pathfinding and following
  • Easy object recycling