If I change the scrollFactor to (1, 1), the button only appears where he is supposed to, and not on every camera's viewports.
So I suppose it's not a bug and that"s how the button is supposed to work since it is considered as a UI element. Here's the explanations inside FlxObject:
public var scrollFactor(default, null):FlxPoint;
Controls how much this object is affected by camera scrolling. 0 = no movement (e.g. a background layer), 1 = same movement speed as the foreground. Default value is (1,1), except for UI elements like FlxButton where it's (0,0).
I had a problem with an Android app not working on v 6.0, but it worked on < 6.0 versions. It turned out to be the Android NDK version. Updating the NDK from r8b to r9d fixed the problem for me. openfl setup android installs r8b, so you need to manually install r9d.
After you extract it, you need to set the path. Run openfl setup android but answer n (4 times) when asked if you want to install. When asked Path to Android NDK, enter the path to where you extracted it. Accept the already specified paths for the others (SDK, Ant and java).
Bump, Seems my help request is going cold, so I though I might add to see if anyone could help.
As my game progresses I would like to get assets from my server to expand the game without having a massive APK file at the beginning . I have been trying various different ways for days now with no luck.
This is how I imagined the In app purchasing to work, (or have I got this wrong?)
If I cant download the file, then at least can I play it straight from the server?. Although this won't help me later when I need extra graphics.
Please can someone help or point me in the right direction, This downloading would be essential to my game. Lee
I had tried to install it from http://www.openfl.org/download/ before, but it didn't work for some reason. It's been a while, and I already completely forgot where the error happened and what it was. It has worked now though, so it's all good I guess :D
Why the buttons positions are inconsistent between systems?
Same as before, I've wrote a simple button handler for all active gamepads:
public static inline function getButton(button:String):Bool
var gamepads:Array< FlxGamepad > = FlxG.gamepads.getActiveGamepads();
var press:Bool = false;
for (gamepad in gamepads)
case "OK": press = gamepad.justPressed.A;
case "BACK": press = gamepad.justPressed.B;
case "QUIT": press = gamepad.justPressed.Y;
Assuming that the Gamepad doc is right , checking gamepad.justPressed.Y; should return the state of the Y button on the gamepad.
So I've tried with an XBOX controller and a PS3 one, everything is fine for the Flash export.
But when I play my game on OUYA, the Y button is swapped with the X button (I'm talking about XBOX layout. To make it simple, I'll always put the XBOX layout in bold otherwise explanations are going to be complicated). So these two buttons are swapped on the OUYA gamepade (U/Y), but also on the PS3 gamepad (square/triangle).