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

  1. Use Cocos2D to replace Adobe and Starling rendering functionality [2 weeks]
  2. Finish XML parsing [1 week]
  3. Add factory to Adobe::Class or implement copy constructors or ICopyable/factory [2 days]
  4. Check functions are defined as virtual when derived [2 days]
  5. Check rendering [1 day]
  6. Finish conversion of files [250 LOC/day per file]
  7. Implement and integrate Tween/TweenMax [5 days]
  8. Use Cocoas2D to replace Adobe types [3 days]
  9. Replace any remaining Adobe::Object [2 days]
  10. Need alternative for hitTestOnTexture [1 day]
  11. Check items tagged with “TODO” [5 days]
  12. Find equivalent/implement .sort method [1 day]

Phase 2: After its running

  1. Integrate internal libraries [5 days]
  2. Fix memory leaks [4 days]

Phase 3: Running well

  1. Performance [2 weeks]
  2. Reduce number of constructors for events
  3. Double check float vs number, e.g. Number as an index in for-loop [2 days]
  4. Replace native image loading (UIImage on iOS) with libpng [1 day]

Phase 4: Tidy and ship

  1. Make projects use .xcconfig i.e. external, includable files that are more easily shared and diffed [3 days]
  2. Remove or implemented error checking to replace Flash try … catch [1 day]
  3. Implement console as app settings [2 days]