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.github/workflows/main.yml

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name: CI
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on: [push, pull_request, workflow_dispatch, repository_dispatch]
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jobs:
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build:
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v2
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with:
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persist-credentials: false
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- run: sudo apt-get update
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- uses: lix-pm/setup-lix@master
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- uses: HaxeFlixel/setup-flixel@master
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with:
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haxe-version: stable
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flixel-versions: release
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target: html5
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- name: Build
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run: haxelib run lime build html5 -final
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- name: Deploy
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uses: peaceiris/actions-gh-pages@v3
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with:
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github_token: ${{secrets.GITHUB_TOKEN}}
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publish_dir: ./export/html5/bin
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force_orphan: true
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if: github.ref == 'refs/heads/master'

.gitignore

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export
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dump
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.DS_Store

.vscode/extensions.json

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{
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"recommendations": [
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"openfl.lime-vscode-extension",
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"redhat.vscode-xml"
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]
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}

.vscode/launch.json

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{
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"version": "0.2.0",
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"configurations": [
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{
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"name": "Build + Debug",
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"type": "lime",
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"request": "launch"
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},
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{
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"name": "Debug",
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"type": "lime",
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"request": "launch",
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"preLaunchTask": null
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},
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{
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"name": "Macro",
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"type": "haxe-eval",
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"request": "launch"
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}
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]
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}

.vscode/settings.json

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{
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"search.exclude": {
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"export/**/*.hx": true
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},
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"[haxe]": {
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"editor.formatOnSave": true,
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"editor.formatOnPaste": true,
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"editor.codeActionsOnSave": {
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"source.sortImports": true
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}
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},
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"haxe.enableExtendedIndentation": true
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}

.vscode/tasks.json

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{
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"version": "2.0.0",
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"tasks": [
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{
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"type": "lime",
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"command": "test",
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"group": {
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"kind": "build",
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"isDefault": true
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}
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}
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]
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}

Project.xml

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<?xml version="1.0" encoding="utf-8"?>
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<project xmlns="http://lime.software/project/1.0.2" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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xsi:schemaLocation="http://lime.software/project/1.0.2 http://lime.software/xsd/project-1.0.2.xsd">
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<!-- _________________________ Application Settings _________________________ -->
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<app title="game-jam-template" file="game-jam-template" main="Main" version="0.0.1" company="HaxeFlixel" />
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<!--The flixel preloader is not accurate in Chrome. You can use it regularly if you embed the swf into a html file
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or you can set the actual size of your file manually at "FlxPreloaderBase-onUpdate-bytesTotal"-->
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<app preloader="flixel.system.FlxPreloader" />
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<!--Minimum without FLX_NO_GAMEPAD: 11.8, without FLX_NO_NATIVE_CURSOR: 11.2-->
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<set name="SWF_VERSION" value="11.8" />
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<!-- ____________________________ Window Settings ___________________________ -->
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<!--These window settings apply to all targets-->
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<window width="640" height="480" fps="60" background="#000000" hardware="true" vsync="false" />
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<!--HTML5-specific-->
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<window if="html5" resizable="false" />
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<!--Desktop-specific-->
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<window if="desktop" orientation="landscape" fullscreen="false" resizable="true" />
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<!--Mobile-specific-->
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<window if="mobile" orientation="landscape" fullscreen="true" width="0" height="0" />
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<!-- _____________________________ Path Settings ____________________________ -->
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<set name="BUILD_DIR" value="export" />
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<source path="source" />
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<assets path="assets" />
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<!-- _______________________________ Libraries ______________________________ -->
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<haxelib name="flixel" />
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<!--In case you want to use the addons package-->
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<!--<haxelib name="flixel-addons" />-->
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<!--In case you want to use the ui package-->
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<!--<haxelib name="flixel-ui" />-->
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<!--In case you want to use nape with flixel-->
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<!--<haxelib name="nape-haxe4" />-->
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<!-- ______________________________ Haxedefines _____________________________ -->
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<!--Enable the Flixel core recording system-->
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<!--<haxedef name="FLX_RECORD" />-->
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<!--Disable the right and middle mouse buttons-->
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<!--<haxedef name="FLX_NO_MOUSE_ADVANCED" />-->
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<!--Disable the native cursor API on Flash-->
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<!--<haxedef name="FLX_NO_NATIVE_CURSOR" />-->
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<!--Optimise inputs, be careful you will get null errors if you don't use conditionals in your game-->
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<haxedef name="FLX_NO_MOUSE" if="mobile" />
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<haxedef name="FLX_NO_KEYBOARD" if="mobile" />
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<haxedef name="FLX_NO_TOUCH" if="desktop" />
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<!--<haxedef name="FLX_NO_GAMEPAD" />-->
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<!--Disable the Flixel core sound tray-->
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<!--<haxedef name="FLX_NO_SOUND_TRAY" />-->
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<!--Disable the Flixel sound management code-->
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<!--<haxedef name="FLX_NO_SOUND_SYSTEM" />-->
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<!--Disable the Flixel core focus lost screen-->
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<!--<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />-->
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<!--Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode!-->
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<haxedef name="FLX_NO_DEBUG" unless="debug" />
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<!--Enable this for Nape release builds for a serious peformance improvement-->
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<haxedef name="NAPE_RELEASE_BUILD" unless="debug" />
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<!-- _________________________________ Custom _______________________________ -->
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<!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)-->
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</project>

README.md

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# game-jam-template
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[![CI](https://img.shields.io/github/actions/workflow/status/HaxeFlixel/game-jam-template/main.yml?branch=dev&logo=github)](https://github.com/HaxeFlixel/game-jam-template/actions?query=workflow%3ACI)
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This is a HaxeFlixel template that is particularly helpful for game jams. It consists of:
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- An empty HaxeFlixel project generated with the `flixel template` command (with config files for Visual Studio Code).
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- Automated HTML5 builds after each commit using GitHub Actions with deployment to GitHub Pages, so the playable game shows up on `http://<user-name>.github.io/<repo-name>/`. In this case the URL is http://haxeflixel.github.io/game-jam-template/. Very handy if you want feedback from others mid-jam!
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This is a [template repository](https://help.github.com/en/github/creating-cloning-and-archiving-repositories/creating-a-repository-from-a-template), simply click "Use this template" to create a copy of it on your own GitHub account!
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![](https://help.github.com/assets/images/help/repository/use-this-template-button.png)
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**Notes:**
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- For the first GitHub pages deployment, it can take around 10 minutes for the page to show up. Also, the repository needs to be public.
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- The HTML5 builds are made [with the `-final` flag](https://github.com/HaxeFlixel/game-jam-template/blob/105be8f21d3880736ab056da22cb9e4d04d5536c/.github/workflows/main.yml#L19), which means [Dead Code Elimination](https://haxe.org/manual/cr-dce.html) and Minification are active to create smaller `.js` files. However, your code needs to be DCE-safe (avoid reflection or use `@:keep`).

assets/data/data-goes-here.txt

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assets/images/images-go-here.txt

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