Closed alamboley closed 8 years ago
Hm, hm, hm ... that's a bummer.
You're right, changing those static property names is out of the question — a lot of code depends on that. Of course, I can also understand that it's unlikely that this will be changed in Haxe anytime soon. 😐
My recommendation is to make that change in a branch of yours and always merge the Starling master back into that branch before using it with Haxe. That works surprisingly well normally.
As for the specific changes, I'd name those static properties Starling.currentJuggler
(etc.) or remove them altogether, since they are only provided for convenience.
As for the last two errors, I'm a little confused — I can't find that redefinition inside MeshBatch
. Do you have a code line for this error?
(In any case, if that last two errors point are private members, that's probably something I could change.)
Finally I found a way to solve it in Haxe http://labe.me/en/blog/posts/24838117737.html#.V0bFwGZu8yN
I created a patch with:
-starling.core.Starling.context
-starling.core.Starling.frameID
-starling.core.Starling.juggler
-starling.core.Starling.contentScaleFactor
-starling.core.Starling.painter
-starling.display.MeshBatch.numIndices
-starling.display.MeshBatch.numVertices
Perfect! :smile:
Hey Daniel, while trying to use Starling with Haxe, I run into several issues. Haxe compiler is more strict than ActionScript one:
It seems it doesn't like the same naming in a class, like:
I know this won't be an easy fix since it will break compatibility. Perhaps there is a fix on the Haxe side...