A collections of very basic examples in Haxe and OpenFL
See the Wiki for a loose categorization as well as the occasional explanation with the examples. (all diagrams in the wiki are done with Lucidchart)
- Actuate: Demonstrates the Actuate tweening engine. Tweening engines are mainly used for animation (movement, rotation etc.) but can do more. This demonstrates just the basics.
- ArrayExampleOne: Using an array as a source of information. The application flicks through the items in the array until it is empty.
- CelularAutomataMap: Map generation with Cellular automata (click the stage to step the algorithm).
- CollisionDetectionAABB: Demo of the basic collision detection using OpenFL's hitTestObject() and a variation that allows for more control. (AABB = Axis Aligned Bounding Box).
- CollisionDetectionDistance: Demo of the basic collision detection using basic mathematics: A squared + B squared = C squared.
- EditableTextOpenFL: Demo of how to make an editable text field.
- FontDisplay: Demo of how to show 'special' fonts in Flash and Neko.
- Grids: Examples of how to build a basic grid of items (lovely magenta rects in this case).
- KeyboardEvent_01: A very minimalistic example for registering keypresses (run it and press a key to see it work).
- KeyboardMovement: The very basics of making something move based on keyboard events.
- KeyboardMovement_02: Movement based on keyboard events and a velocity vector.
- KeyboardMovement_03: Demo of better Keyboard controlled avatars with only one class to do the registration of which keys are pressed. Each avatar has its own key set it responds to
- MoveToFront: How to move one element in front of all others. For example when you click on it.
- MoveTowardsBasic: Make one thing move towards another based on their relative positions and the direction from the one to the other.
- PlaySound: Simple demo of how to play a sound file with pause functionality.
- PlaySoundSimple: Even more Simple demo of how to play a sound. Also uses SoundTransform.
- ScreenSwitcher: A demo to display screens defined in seperate classes. Uses enums and a kinda singleton pattern.
- SingletonDemo: Demonstrates the use of the Singleton design pattern.
- SpriteAnimation: Use of the Tilesheet example to play sprite sheet animations independent from application framerate.
- StateMachine: Demonstrates the State pattern.
- StaticVariables: A small demo on how to create and use your own static variables (opposed to the unavoidable Event.ENTER_FRAME, Keyboard.UP, etc.).
- StringInterpolation: An example on how to combine variables into Strings (make sure you see the debug output).
- TimeBasedAnimation: Simple example of making something move based on time instead of frames.
- UIProgressBar: Example of a bar indicating progress of some sort.
- URLLoader: How to load data (HTML, JSON, XML) from a remote URL.