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Heaps/Hashlink on Android

I wrote Hexlock using Haxe and Heaps, which went quite well – until I decided to compile it for Android. But it’s there now and we can all relax. Aside from getting Heaps setup to compile on Android, I ran into a few other issues.

  1. Touch event coordinates were wildly inflated

This made it seem like my interaction events weren’t going through at all (because in a sense they were not), but I tracked this back to touch events being multiplied by 10,000. They come in as a value between 0 and 1, and I discovered that they’re multiplied by windowWidth (which makes sense), but then divided by something called TOUCH_SCALE. It turns out I needed to add -D hl_ver=1.12.0 to my compile.hxml file to get it to use the appropriate TOUCH_SCALE.

2. I wanted to trigger vibration on Android

So I did. Click here to if you want to know how: triggering vibration on Android in Heapse/Hashlink.

3. Handling the back button

If you’re playing, the back button should take you back to the level select screen. If you’re at the level select screen, it should do what the back button does on Androids and minimize the app. And now it does! If you want to know how, check out dealing with the Android back button for Heaps/Hashlink.

4. hxd.Save didn’t work out-of-the-box

At this point I was too tired (lazy) to dig into why, so I just implemented my own method of saving using Android shared preferences. It seems to work! If you’d like to learn how, click here: saving data for Android with Heaps/Hashlink.

Again, I am not saying these are the best, correct, or even good ways to handle those issues. They’re just what I did, and they worked for me.

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