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A Heaps extension library with "advanced" features.
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README.md

Heeps

An "advanced" Heaps extension library.

Ideology

  • I looked at Heaps and found the lack of features and general spartan feature-list rather shitty.
  • I'd push some of that to main library, but I doubt they'll be accepted.
  • I do not blame or have a grudge against Heaps developers, it's their engine which they develop for their needs that arise internally. And they want it to be as simple and dumb as possible, avoiding anything too advanced. It's their right and their vision.
  • My vision is to have a good and hopefully robust engine that you can use and have many features out of the box. This is the purpose of this library.
  • Everyone free to PR features they want, I'm not picky.
  • I also take feature requests, but don't expect me to jump right onto it. ;)
  • Flash is in the past. I do not plan to support flash target. If it works - it's a miracle.
  • Code style is all over the place, I'll fix it eventually.
  • No, seriously, if something from Heeps going to be merged into stock Heaps - it's cool. I just not going to do PRs with such features just to argue with devs about if that's really needed, will it add unnecessary complexity, etc. I'm doing this in my free time and for fun, and arguing kills the mood for me.

Structure

  • h2d, h3d and hxd packages used in the same way as Heaps do - 2D, 3D and general stuff.
  • hxd.heaps package user for internal Heaps features, like macro functions.
  • hxd.tools designated for using hxd.tools.NTools; that would extend standard functionality of existing Heaps objects.

Features

For a list of additional classes see docs. Listing every single class here is just not feasible at this point.
Below are specific remarks for some of the features or objects that I still have to document properly.

  • h2d.Tilemap - Basic Tilemap renderer. NOT PERFECT. It does not care about render-order and shit. I'll fix and improve it eventually, but not now.
  • h3d.scene.S2DPlane - A 2D plane that renders s2d objects on it. Uses texture rendering. For more primitive approach see h3d.scene.TileSprite.
  • hxd.res.GifImage - Animated gif support with Res. Use toAnimation and toFrames to get animation data. toImage can be used to obtain spritesheet Image.
  • hxd.res.TiledMapFile - when format-tiled library used, replaces hxd.res.TiledMap and provides better support for it.
  • ManifestFileSystem - js-oriented alternative to stupid embedding into .js file. More tricky to operate, and requires preloading. See below.

Type Patching

Library also uses black magic macros to patch some base classes.
Can be disabled by -D heeps_disable_patch_<path>. E.g. -D heaps_disable_patch_h2d_object for h2d.Object patch. Note that some patches may rely on others. Alternatively -D heeps_disable_patch will disable all type patching.

  • h2d.Object - Added originX and originY that control origin offset for transofmrations. transform and absoluteTransform for overriding transform matrix with custom one.
  • h2d.Layers - Added moveChild, addAt and getChildLayerIndex for more control over children positioning.

Tiled support

Library provides rudimentary Tiled map editor integration. It's integration far from complete, and may be improved.
Tiled .tmx maps can be accessed via hxd.Res and parsed with toMap() function. Heeps will try to resolve all dependencies automatically, however it can be done manually afterwards.
Returned object will contain parsed format.tmx.TiledMap and a list of loaded tilesets that can be used to get h2d.Tile instances with ease.

In future h2d.tiled will contain helper classes that would provide ability to visualise Tiled maps. Currently there is only a draft version of layer renderer for Tiled utilizing h2d.SpriteBatchExt. But it is limited to 8 unique textures per layer as well as not supports render-order (uses default right-bottom) and orientation other than orthogonal.

Manifest FS

Since we are sane people and don't want 50+MB js file that contains Base64-encoded game assets, we obviously want to load those files separately. Manifest-FS provides ability to load those files from a manifest file.
This approach requires some prep-work to get it running, but beats embedding everything in JS.
First, you have to generate manifest file with hxd.fs.ManifestBuilder.create, generate and initManifest. Last acts exactly the same as Res.init* functions and bakes manifest into the code. First just generates manifest FS in macro call and second one just does convert and optionally saves manifest to your res folder. I trust people here are smart enough to figure out how to utilize those two, so I'll focus on one I use, e.g. initManifest method.

I should note that all docs about resource management make you believe that you have to initialize them in main. THIS. IS. WRONG. Instead, you need to initialize them by overriding hxd.App.loadAssets and call onLoaded after everything's loaded. We're good? Good.

Todo: Fix an example, because it doesn't work.

initManifest does not create typical Loader instance. Instead, it creates hxd.res.ManifestLoader, which you then should populate with progress handlers and call loadManifestFiles. Here's an example code of how you do this:

override private function loadAssets(onLoaded) {
  var loader:hxd.res.ManifestLoader = hxd.fs.ManifestBuilder.initManifest();
  loader.onLoaded = () -> { trace("All loaded!"); onLoaded(); }
  loader.onFileLoadStarted = (f) -> trace("Started loading file: " + f.path);
  loader.onFileLoaded = (f) -> trace("Finished loading file: " + f.path);
  // This only happens when you use JS target, since sys target is synchronous.
  loader.onFileProgress = (f, loaded, total) -> trace("Loading file progress: " + f.path + ", " + loaded + "/" + total);
  loader.loadManifestFiles();
}

Additionally, if you want to visualize loading progress, but don't want anything fancy - there is h2d.ui.ManifestProgress with primitive progress-bar if you don't need any fancy mumbo-jumbo and just want your resources loaded while showing player that it actually loads.

Extra flags

  • -D gif_disable_margin - Disables 1px top/bottom margin that avoids pixel bleeding for gif spritesheet generation.
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