haxeRush – part 2 (Android)
I’ve just uploaded screen-cast from implementing haxeRush android version with NME. I wanted it to be about 30 minutes long but ended up having almost 40 minute because I decided to provide some more details here and there. For sure porting game implemented like it is done in previous part could be done in less than 30 minutes but this was not my objective.
In order to build it yourself you need to have NME for Android build from sources. See detailed guide how to setup it on gamehaxe.com. I used NME svn revision 681 but I guess latest one will also work (however it is actively developed project so be careful
). I also used eclipse (helios) with Android SDK-it is not required to build Android apps with haXe/NME but I wanted to do some minor java-development to provide a little deeper overview.
Here are the sources: haxeRush-part2-sources.zip.
The game is also available on Android Market here.
Any feedback very welcome! I hope someone will enjoy/benefit from this


Thanks for creating these screencasts. It helped me to get started with haxe really quickly. Looking forward to the last part!
Very nice tutorials thanks! I’m just getting into HaXe and they’re very helpful!
Have you played with Jeash? I was trying to export your example over to JS/Canvas using Jeash but I’m having trouble compiling it. I’m using the below commands but no luck currently.
-lib hapi
-cp src
-lib jeash
-js bin/canvas/haxeRush.js
-main haxerush.game.CasualMain
–remap flash:jeash
I also noticed that some of the key classes from your framework don’t specify JS in the conditional compilation e,g, AssetsLoaderFactory.hx. Could this be an influencing factor? I tried switching line 15-16 to #elseif (cpp || js) return new FileSystemAssetsLoader(“assets”); but still no luck. I presume JS/Canvas should be loading the external images like the Android demo rather than the swf library?
Should exporting to JS be a trivial change from the flash version?
Cheers.