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Introducing Loom support 
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Joined: Wed Aug 31, 2005 7:27 am
Posts: 12172
Location: London
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"Loom is a powerful 2D game engine with live reloading of code and assets, and an efficient command-line workflow."

The language is AS3-like, running on the Lua VM; with clever additions including C-like structs and C#-like delegates.
The 2D API is based on the widely used Cocos2D-X C++ engine.

The FlashDevelop team offers its early support by adding 1st class Loom support:
- new Loom project type (it's empty: create it inside a Loom project folder),
- code completion (user classes and entire Loom API),
- code generation (including delegate handlers),
- compile and run from FD.

An early dev build is here: viewtopic.php?f=9&t=3529
Warning: may contains traces of bugs ;-)

Delegate generator:
btn.onTouchEnded += <press Ctrl+Shift+1>
btn.onTouchEnded += myHandler<press Ctrl+Shift+1>

Known issues:
- if you just installed Loom, then you don't have a SDK yet: you must build a first project, then restart FD,
- Loom compiler errors won't be recognized by FD (this will change),
- Loom does local type inference but not FD (yet) so you must type everything like in AS3 for now,
- on some computers/hardware, the Loom CLI is insanely heavy on the CPU for unknown reasons,
- Cocos2D API delegates are untyped for now so FD can't generate the right handlers.

Report problems in this thread please: viewtopic.php?f=9&t=10525

Thu Mar 28, 2013 9:26 pm
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