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Copy file name to clipboardExpand all lines: README.md
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The Cross Platform Game Engine
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The Starling Framework allows you to create hardware accelerated apps in ActionScript 3, Haxe, TypeScriptor JavaScript. The main target is the creation of 2D games, but Starling may be used for any graphical application. Thanks to Adobe AIR, Starling-based applications can be deployed to mobile devices (iOS, Android), the desktop (Windows, OS X), and to the browser (via the Flash plugin).
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The Starling Framework allows you to create hardware accelerated apps in Haxe, TypeScript, JavaScript, or ActionScript 3. The main target is the creation of 2D games, but Starling may be used for any graphical application. Thanks to OpenFL, Starling-based applications can be deployed to mobile devices (iOS, Android), the desktop (Windows, macOS, Linux), and to web browsers via either JavaScript or WebAssembly.
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You can also pair Starling with OpenFL to deploy native builds for iOS, Android, Windows, OS X, Linux or WebAssembly, as well as Flash/AIR or regular HTML5 releases without WebAssembly. HTML5 support is available in TypeScript, Haxe, ES5 JavaScript or ES6+ JavaScript.
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While Starling mimics the classic display tree architecture of Adobe AIR/Flash, it provides much better performance than the Adobe version: all objects are rendered directly by the GPU (using the Stage3D API). When paired with OpenFL, Starling provides an alternative GPU renderer with helpful features. The complete architecture was designed for working well with the GPU; common game development tasks were built right into its core. Starling hides Stage3D internals from developers, but makes it easy to access them for those who need full performance and flexibility.
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While Starling mimics the classic display tree architecture of OpenFL, it provides much better performance than the OpenFL version: all objects are rendered directly by the GPU (using the Stage3D API) with improved batching and support for things like texture atlases. When paired with OpenFL, Starling provides an alternative GPU renderer with helpful features. The complete architecture was designed for working well with the GPU; common game development tasks are built right into its core. Starling hides Stage3D internals from developers who don't need low-level access, but makes it easy to access them for those who need full performance and flexibility.
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Starling aims to be as lightweight and easy to use as possible. As an open-source project, much care was taken to make the source code easy to read, understand and extend. With under 15k lines of code, experienced developers can easily grasp it in its entirety, or modify it to their needs.
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Getting Started (Haxelib)
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You can easily install Starling using haxelib:
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First, [install the Haxe toolkit](https://haxe.org/download).
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Then, you can easily install Starling by running the following command in a terminal or command prompt:
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haxelib install starling
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```sh
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haxelib install starling
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```
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To add it to an OpenFL project, add this to your project file:
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To include Starling in an OpenFL project, add this line to your [_project.xml_](https://lime.openfl.org/docs/project-files/xml-format/) file:
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```xml
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<haxelibname="starling" />
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```
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You can also create a new empty project like this:
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You can also create a new empty project by running the following command:
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```bash
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```sh
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openfl create starling:project StarlingProject
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```
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You can also try the Starling demo:
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You can also try the Starling demo project:
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```bash
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```sh
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openfl create starling:demo
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cd demo
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openfl testflash
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openfl testhtml5
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```
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Getting Started (NPM)
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You can install the Yeoman generator to create an empty project:
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To use Starling with TypeScript, JavaScript, or AS3 with Apache Royale, you can install the Yeoman generator to create an empty project:
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```bash
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npm install -g yo starling-framework-generator
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Note about high-dpi support
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Starling supports high-dpi devices such as 4K monitors
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For it to work you need to add this in your project file:
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Starling supports high-dpi devices such as 4K monitors. To enable high-dpi, add this line to your project file:
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```xml
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<windowallow-high-dpi="true"/>
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```
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You also need to tell starling to support high resolutions in your code:
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```bash
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You also need to set a flag in your code to tell Starling to support high resolutions:
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```haxe
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starling.supportHighResolutions = true;
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```
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Quick Links (Haxe)
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------------------
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*[Starling Support Forum](https://forum.starling-framework.org/t/starling-haxe)
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*[OpenFL Support Forum](http://community.openfl.org)
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