Convert AS3 sources to their Haxe equivalent
Haxe ActionScript AngelScript
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README.md

as3hx Build Status

Convert ActionScript 3 to Haxe 3 code.

Build

You'll need Haxe 3.* to build the project and Neko 2.* to run it.

haxe --no-traces as3hx.hxml

Build the as3hx tool.

haxe -debug as3hx.hxml

Build with debug output when converting files.

Use

neko run.n test/ out/

This will take all the ActionScript 3 files in the test/ directory and generate the corresponding Haxe files in out/

To generate the tests you can also use :

make run-test

This will generate the tests in test-out

To get the basic tool usage :

neko run.n -help

Config

There are many configuration options to choose how the Haxe code is generated, check the src/as3hx/Config.hx file for the full list.

as3hx looks for, or creates, a config file in your home directory called ".as3hx_config.xml". You can also create one in the directory you are running as3hx from, which will override the home file.

Licence

MIT, see LICENCE.md

Current failures:

'delete' keyword:

In ActionScript, the delete keyword will cause an intentional failure in the generated .hx file. Take a close look at the object being deleted.

  1. if it is a local variable, replace delete varname with varname = null
  2. if it is a class member variable, remove the delete entirely
  3. it it is an E4X (FastXML), well, hmmm... still working on that one.

Senocular did a little writeup on delete that might make it more clear http://www.kirupa.com/forum/showthread.php?223798-ActionScript-3-Tip-of-the-Day/page3

E4X:

E4X is currently partly done. This will fail in some cases, just examine source and output carefully.

For Initializations:

The output of

if (true) {
    for (var i:uint = 0; i < 7; i++)
        val += "0";
} else {
    for (i = 0; i < 8; i++)
        val += "0";
}

is

if (true) {
    var i:UInt = 0;
    while (i < 7) {
        val += "0";
        i++;
    }
} else {
    i = 0;
    while (i < 8) {
        val += "0";
        i++;
    }
}

As you can see, the scope of i in Flash is not the same as in Haxe, so the else section will produce Unknown identifier : i. The solution is to move the var i : UInt = 0; outside of the blocks in the generated code.

This can not be avoided by always creating the i variable, as the code

for (var i:uint = 0; i < 7; i++)
    val += "0";
for (i = 0; i < 8; i++)
    val += "0";

would then produce a double initialization of i, also causing a compiler error.

var i:UInt = 0;
while (i < 7) {
    val += "0";
    i++;
}
var i = 0;
while (i < 8) {
    val += "0";
    i++;
}