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
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
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.
The current possible targets are:
There's also experimental support for HTML5.
- 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