Prev | Current Page 1016 | Next

L. McColl-Sylvester and F. Ponticelli

"Professional haXe and Neko"

Lib.print( key );
}
}
}
As you can see, in this particular example, everything is used with the exception of the setFrameRange
method of the Sprite class. This is because of the spacing anomalies within the given sprite sheet that
these methods aren ??™ t designed to handle.
Summary
This chapter portrayed one of the fun areas of programming with haXe and Neko. If you already dabble
in games and multimedia development, then much of this chapter should not have been too difficult a
venture, while those new to the concept of games development may want to read a little further into the
general concepts of programming game loops and logic.
In this chapter, you learned:
Why Neko is great for games development
The differences between the NME and nGame libraries
How to create a simple games loop
How to work with display buffers and double buffering
How to use Surfaces
How to animate with Sprites
How to keep time with Timer s
How to deal with user interaction and events
In the next chapter, you learn how to create your own Neko extensions, such as NME, using C or C++.


Pages:
1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028