So I'm making a game with Haxe and Haxepunk. Fine. Except that when I export to C++, nothing is rendering! I posted this previously on the Haxepunk boards, so more info can be found here. Here's an excerpt from the Haxepunk thread;
I can still compile it just fine, but nothing in the game is actually rendering except for the background color I defined. The console still works and renders fine, though. The HaxePunk console tells me Atlases using BitmapData will not be managed
.
I'm using Ash's component-entity system, and I'm not using Haxe's Entities. The relevant objects have a Visible
component attached to them, which looks like this;
package game.component;
import com.haxepunk.Graphic;
import com.haxepunk.graphics.Image;
class Visible {
public var image(default, default) : Graphic;
public function new() {
this.image = Image.createRect(16, 16, 0xFF0000);
}
}
And this is the associated rendering system;
package game.system;
import ash.core.Engine;
import ash.core.Entity;
import ash.core.System;
import ash.tools.ListIteratingSystem;
import com.haxepunk.HXP;
import Constants;
import game.component.Positionable;
import game.component.Visible;
import game.node.RenderNode;
class RenderingSystem extends ListIteratingSystem<RenderNode> {
public function new() {
super(RenderNode, this.updateNode);
}
private function updateNode(node:RenderNode, time:Float) : Void {
node.renderable.image.render(HXP.buffer, node.position.position, Constants.ORIGIN);
}
}
Any tips?
If you are using buffer rendering in C++ you'll need to set the render mode inside the constructor. This is because the Engine constructor is the only place a screen buffer is created. Unfortunately the API docs don't clearly explain this.
class Main extends Engine
{
public function new()
{
super(0, 0, 60, false, RenderMode.BUFFER);
}
}