package; import flixel.FlxGame; import flixel.FlxState; import openfl.Assets; import openfl.Lib; import openfl.display.FPS; import openfl.display.Sprite; import openfl.events.Event; class Main extends Sprite { var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom). var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom). var initialState:Class = TitleState; // The FlxState the game starts with. var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions. var framerate:Int = 60; // How many frames per second the game should run at. var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode. var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets // You can pretty much ignore everything from here on - your code should go in your states. public static function main():Void { Lib.current.addChild(new Main()); } public function new() { super(); if (stage != null) { init(); } else { addEventListener(Event.ADDED_TO_STAGE, init); } } private function init(?E:Event):Void { if (hasEventListener(Event.ADDED_TO_STAGE)) { removeEventListener(Event.ADDED_TO_STAGE, init); } setupGame(); } private function setupGame():Void { var stageWidth:Int = Lib.current.stage.stageWidth; var stageHeight:Int = Lib.current.stage.stageHeight; if (zoom == -1) { var ratioX:Float = stageWidth / gameWidth; var ratioY:Float = stageHeight / gameHeight; zoom = Math.min(ratioX, ratioY); gameWidth = Math.ceil(stageWidth / zoom); gameHeight = Math.ceil(stageHeight / zoom); } #if !debug initialState = TitleState; #end addChild(new FlxGame(gameWidth, gameHeight, initialState, zoom, framerate, framerate, skipSplash, startFullscreen)); #if !mobile addChild(new FPS(10, 3, 0xFFFFFF)); #end } }