When I look back on the various things I’ve written over time, I can see that a person might get the idea that I’m like Jeremy the Crow from the Secret of NIMH. (I’ll give you bonus points if you get that reference without having to research it.)
Today, I started evaluating Haxe for use as a development environment for games.
Not to say that you couldn’t write the core of the game without either API, and then writen the rendering code specific to the platform, but that’s the same no matter what multi-platform language you are using.
For flash output, Haxe takes care of the code part. The image resource portion (which is paramount in the game of HamQuest) has to be stored in a separate resource swf that the haxe compiler can bring in and use. Fortunately, swfmill exists and is pretty simple to use for a quick little resource swf.
I built the quick “Hello World” app. Worked.
I built the quick “Draw a Rectangle” app. Worked.
I built a quick “Show an image loaded from a resource swf”. Worked.
The only thing I have left to do is ensure that I can get keyboard input, but based on what I have seen as examples elsewhere on the web, it looks like I can do it just fine, but I’m not going to assume anything prior to getting really started.
Additionally, there are a couple of weird wrinkles Haxe has of its own (or at least, I haven’t seen these exact language features anywhere else).
Second, the enums are kind of weird, but in a way that is potentially very powerful. Time will tell if and when I make use of their flexibility.
So my initial impression is: Haxe is a mongrel CBL (which isn’t a bad thing) with a “funny” for, and a few quirky features I’m likely not to use, at least not initially.