//=== 安裝好haxe之後
下載安裝 java sdk (1.6+?)
到flashdevelop.org 網站下載安裝 flashdevelop
http://www.flashdevelop.org/wikidocs/index.php?title=Installation
http://3hitek.blogspot.tw/2012/09/fd-flashdevelop-learning-1-debug-needs.html
於命令列安裝 nme
> haxelib install nme
> nme setup
*** 2014.04.15
haxe3 以後, nme 已轉成 openfl, 但openfl 與 nme 並不完全相容 ...
http://forum.haxepunk.com/index.php?topic=605.0
***
//== http://haxe.org/doc/start/cpp
nme uses .nmml file rather than hxml
"...
NME includes a custom build tool, mainly to handle the crossplatform assets management. The application isn't configured
using a .HXML file but with a .NMML config file, e.g.
sample.nmml :
<?xml version="1.0" encoding="utf-8"?>
<project>
<app title="Displaying A Bitmap" main="DisplayingABitmap" package="org.haxenme.tutorial.displayingabitmap"
version="1.0.0" company="NME" />
<window width="640" height="480" fps="30" orientation="portrait" resizable="true" />
<set name="BUILD_DIR" value="Export" />
<classpath name="Source" />
<haxelib name="nme" />
<assets path="Assets" rename="assets" include="*" exclude="nme.svg" />
<ndll name="std" />
<ndll name="regexp" />
<ndll name="zlib" />
<ndll name="nme" haxelib="nme" />
<icon name="Assets/nme.svg" />
</project>
...
"
//=== 'nme' is a shortcut to 'haxelib run nme'
[nme usage samples]
nme test sample.nmml flash
nme test sample.nmml cpp
nme test sample.nmml android
nme test sample.nmml ios -simulator
nme update sample.nmml ios
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