Skip to content
master
Go to file
Code

Latest commit

 

Git stats

Files

Permalink
Failed to load latest commit information.
Type
Name
Latest commit message
Commit time
 
 
src
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

README.md

as3hx Build Status

Convert ActionScript 3 to Haxe 3 code.

Note: This repository is no longer actively maintained. Please refer to https://github.com/innogames/ax3 as an alternative!

Build

You'll need Haxe 3.* to build the project and Neko 2.* to run it.

haxe --no-traces as3hx.hxml

Build the as3hx tool.

haxe -debug as3hx.hxml

Build with debug output when converting files.

Use

neko run.n test/ out/

This will take all the ActionScript 3 files in the test/ directory and generate the corresponding Haxe files in out/

To generate the tests you can also use :

make run-test

This will generate the tests in test-out

To get the basic tool usage :

neko run.n -help

Config

There are many configuration options to choose how the Haxe code is generated, check the src/as3hx/Config.hx file for the full list.

as3hx looks for, or creates, a config file in your home directory called ".as3hx_config.xml". You can also create one in the directory you are running as3hx from, which will override the home file.

Licence

MIT, see LICENCE.md

Current failures:

'delete' keyword:

In ActionScript, the delete keyword will cause an intentional failure in the generated .hx file. Take a close look at the object being deleted.

  1. if it is a local variable, replace delete varname with varname = null
  2. if it is a class member variable, remove the delete entirely
  3. it it is an E4X (FastXML), well, hmmm... still working on that one.

Senocular did a little writeup on delete that might make it more clear http://www.kirupa.com/forum/showthread.php?223798-ActionScript-3-Tip-of-the-Day/page3

E4X:

E4X is currently partly done. This will fail in some cases, just examine source and output carefully.

For Initializations:

The output of

if (true) {
    for (var i:uint = 0; i < 7; i++)
        val += "0";
} else {
    for (i = 0; i < 8; i++)
        val += "0";
}

is

if (true) {
    var i:UInt = 0;
    while (i < 7) {
        val += "0";
        i++;
    }
} else {
    i = 0;
    while (i < 8) {
        val += "0";
        i++;
    }
}

As you can see, the scope of i in Flash is not the same as in Haxe, so the else section will produce Unknown identifier : i. The solution is to move the var i : UInt = 0; outside of the blocks in the generated code.

This can not be avoided by always creating the i variable, as the code

for (var i:uint = 0; i < 7; i++)
    val += "0";
for (i = 0; i < 8; i++)
    val += "0";

would then produce a double initialization of i, also causing a compiler error.

var i:UInt = 0;
while (i < 7) {
    val += "0";
    i++;
}
var i = 0;
while (i < 8) {
    val += "0";
    i++;
}
You can’t perform that action at this time.