Bringing ActionScript to C/C++
14 January 2013
Tags
- Fairy Tale Twist
Get it working, get it running, ship it Phase 1: Get It Working
- Use Cocos2D to replace Adobe and Starling rendering functionality [2 weeks]
- Finish XML parsing [1 week]
- Add factory to Adobe::Class or implement copy constructors or ICopyable/factory [2 days]
- Check functions are defined as virtual when derived [2 days]
- Check rendering [1 day]
- Finish conversion of files [250 LOC/day per file]
- Implement and integrate Tween/TweenMax [5 days]
- Use Cocoas2D to replace Adobe types [3 days]
- Replace any remaining Adobe::Object [2 days]
- Need alternative for hitTestOnTexture [1 day]
- Check items tagged with “TODO” [5 days]
- Find equivalent/implement .sort method [1 day]
Phase 2: After its running
- Integrate internal libraries [5 days]
- Fix memory leaks [4 days]
Phase 3: Running well
- Performance [2 weeks]
- Reduce number of constructors for events
- Double check float vs number, e.g. Number as an index in for-loop [2 days]
- Replace native image loading (UIImage on iOS) with libpng [1 day]
Phase 4: Tidy and ship
- Make projects use .xcconfig i.e. external, includable files that are more easily shared and diffed [3 days]
- Remove or implemented error checking to replace Flash try … catch [1 day]
- Implement console as app settings [2 days]