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-[x] Multiple renders mode (``DRC``, ``TV`` and ``UNIQUE``)
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-[x] HTTP requests (Via CURL)
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- Engine rendering modes
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- [x] Only on the Wii U Gamepad (-> ``DRC``)
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- [x] Only on the TV (-> ``TV``)
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- [x] Both (-> ``UNIQUE``)
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- [ ] Separate rendering (Wii U Gamepad and TV independent at the same time)
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-[x] FileSystem manipulation
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-[ ] Engine cameras
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## How?
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This engine uses [SDL2 (For the Wii U)](https://github.com/devkitPro/SDL/tree/wiiu-sdl2-2.28) as a base, along with other WUT functions. All the libraries are ported to Haxe to work through the ``@:native`` feature, to finally use [Reflaxe/C++](https://github.com/SomeRanDev/reflaxe.CPP) to generate the code in C++ and compile it through the [DevKitPPC](https://wiibrew.org/wiki/DevkitPPC) tools, although due to this mode, there are things that change and have more care in how the engine is used when you want to make a project with it.
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This engine uses [SDL2 (For the Wii U)](https://github.com/devkitPro/SDL/tree/wiiu-sdl2-2.28) as a base, along with other [WUT](https://github.com/devkitPro/wut) functions. All the libraries are ported to Haxe to work through the ``@:native`` feature, to finally use [Reflaxe/C++](https://github.com/SomeRanDev/reflaxe.CPP) to generate the code in C++ and compile it through the [DevKitPPC](https://wiibrew.org/wiki/DevkitPPC) tools, although due to this mode, there are things that change and have more care in how the engine is used when you want to make a project with it.
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## Why?
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Haxe has always fascinated me since I met him modifying [Friday Night Funkin'](https://github.com/FunkinCrew/Funkin) from 2022 (The result of that was the [Slushi Engine](https://github.com/Slushi-Github/Slushi-Engine)). And there was a time when I was really interested in getting a Nintendo Wii U, I knew it was a console that was not very popular and that kind of thing... But my interest was highly elevated by wanting to make my own homebrew for the console, and I wanted to try Haxe, unfortunately, although there was [an attempt to bring Haxe to the Wii U](https://www.fortressofdoors.com/openfl-for-home-game-consoles), it was forgotten, besides needing to be registered in the Nintendo Developer, a lot of problems right?.
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Haxe has always fascinated me since I met him modifying [Friday Night Funkin'](https://github.com/FunkinCrew/Funkin) from 2022 (The result of that was the [Slushi Engine](https://github.com/Slushi-Github/Slushi-Engine)). And there was a time when I was really interested in getting a Nintendo Wii U, I knew it was a console that was not very popular and that kind of thing... But my interest was highly elevated by wanting to make my own homebrew for the console, and I wanted to try Haxe, unfortunately, although there was [an attempt to bring Haxe to the Wii U](https://www.fortressofdoors.com/openfl-for-home-game-consoles), it was forgotten (Or I think it is only maintained for Nintendo Switch at the moment), besides needing to be registered in the Nintendo Developer Portal, a lot of problems right?.
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After months and months, after having managed to make the [HxCompileU project](https://github.com/Slushi-Github/hxCompileU) stable and viable, I now present, this, Leafy Engine, an engine that will try to be like HaxeFlixel, and create your games on this underrated console.
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After months and months, after having managed to make the [HxCompileU project](https://github.com/Slushi-Github/hxCompileU) stable and viable, I now present, this, Leafy Engine, an engine that will try to be like [HaxeFlixel](https://haxeflixel.com), and create your games on this underrated console.
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## Using the engine
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Read the [Getting Started](https://github.com/Slushi-Github/leafyEngine/blob/main/docs/wiki/Getting-Started.md) page
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## Contributing
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If you want to contribute to this project, you can do it by creating a pull request on this repository, test that your changes work both in [Cemu](https://github.com/cemu-project/Cemu) and on the real hardware, I would recommend attaching images if it is a change that can be shown.
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If you want to contribute to this project, you can do it by creating a pull request on this repository, test that your changes work both in [Cemu](https://github.com/cemu-project/Cemu)__**and on the real hardware**__, I would recommend attaching images if it is a change that can be shown.
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## Credits
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-[DevkitPro](https://devkitpro.org): The base of the homebrew development on Wii U
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# Installation
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Assuming you already have Haxe, create a new folder where you want your project to be, then open a terminal in that folder and do the first command:
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Assuming you already have Haxe, And a Wii U with Aroma installed (Or an emulator, like [Cemu](https://github.com/cemu-project/Cemu)), create a new folder where you want your project to be, then open a terminal in that folder and do the first command:
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```bash
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haxelib newrepo
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(include the ``dkp-`` if you're on Linux or MacOS)
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Leafy Engine uses a audio engine that uses the [Vorbis](https://github.com/Haxe-WiiU/HxU_Vorbis) library and SDL_Audio to play audio OGG files in the engine.
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Unfortunately, there is a major limitation in this audio engine, I can't get more than one audio to play at a time without slowing down the sound reproduction or even getting a crash, so I will only use one audio at a time.
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Unfortunately, there is a major limitation in this audio engine, I can't get more than one audio to play at a time without slowing down the sound reproduction or even getting a console crash, so I will only use one audio at a time.
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#### **As a recommendation**, SDL_Audio by default is started to expect audio that is on frequency *``44100``* and has __2__ audio channels. While the audio engine is able to detect if the audio being loaded has any difference in those 2 values, what it will do is reopen the entire audio device, causing there to be a significant lag when that happens. For that reason I recommend to verify if your audio (sound, music) is in the frequency *``44100``* and that it has __2__ audio channels, otherwise you can convert it using some web page or a tool that allows you to do that.
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--------
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To use it is easy, here is an example:
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```haxe
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var duration:Float = Leafy.audio.getDuration();
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```
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----
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--------
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See [``LfAudioEngine``](https://github.com/Slushi-Github/leafyEngine/blob/main/leafy/audio/LfAudioEngine.hx)
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