Thanks. I'll have a look at that, I'm not familiar with it. Right now I'm using one tilemap for the barriers and I have a multi-dimensional array of the tile indexes that I populated in my create() function. Then I have a loop to toggle them on/off. There's only a few tiles in each barrier.
Without having to resort to Unity, XNA or Cocos2D (which need some long learning and things that are framework specific) you are pretty much screwed, as there aren't much libraries that are this friendly and free, like HaxeFlixel. The good thing about it, is how what you learn carries over to other languages, and also, what you already know from your days from AS3 and Flash, can be easily used here.
Prototyping is absolutely fast and they managed to do a great work on documentation, and covering all aspects that are game oriented. My only complain, (but this comes from someone saw how HaxeFlixel evolved through the years) was the code breaking changes. But this isn't a problem for people today and problably won't be anymore, since the library now is mature enough to cope with anything.
Anyone can help back by contributing or donating! If you have no money or patience for bug solve, the forums are also, a great place to help people in need.
So, thanks to everyone that makes Haxeflixel possible, you rock! :bow_tone1:
No, you should just leave it there. So in the future, it can help others who run into the same problem as you did.
Also, you'd better google your problems since someone may have already asked the same thing as you going to ask in the past.
As a simple variant, we could add an additional teleportTo function, and add a notice above the function setPosition declaration (which gets then in the API reference and IDE tooltip).
But to write the notice, it'd be nice to know from devs what exactly that last field exists for :slight_smile:
Fantastic work mate! Glad you tackled the issue with tinting those animating sprites :) - I think can be somewhat fixed for CPP, since I noticed there was a lighting demo (waaay simpler than this) which worked. Although the method was different, so I'm not sure. Kudos on getting it working!