Portable. Cross-platform.
-
Build games and applications for almost every platform imaginable -- Windows, macOS, Linux, iOS, Android, HashLink, Adobe AIR, and even JavaScript with WebGL. Bring your creative vision to life, on desktops, phones, tablets — even game consoles.
-
See the OpenFL App Showcase »
+
Build games and applications for almost every platform imaginable — Windows, macOS, Linux, iOS, Android, HashLink, Adobe AIR, and even JavaScript with WebGL. Bring your creative vision to life, on desktops, phones, tablets… even game consoles.
+
See the available targets »
diff --git a/learn/haxelib/tutorials/adding-animation.md b/learn/haxelib/tutorials/adding-animation.md
index b210f71c4..76ca9c39c 100644
--- a/learn/haxelib/tutorials/adding-animation.md
+++ b/learn/haxelib/tutorials/adding-animation.md
@@ -9,11 +9,11 @@ Once you know how to show an image in OpenFL, the next step to move toward build
The concept of a "tweening" is to create all of the inbetween steps for animation. In traditional animation, a head animator may draw the keyframes, and junior animators may draw all the frames inbetween to complete the motion.
-As a developer, a tweening library can enable you to act like the head animator, and focus on _what_ animation you wish to show, and not going stuck in the _how_ of all the mechanics. We recommend a library called Actuate, which we will use to create animation in code without a lot of work!
+As a developer, a tweening library can enable you to act like the head animator, and focus on _what_ animation you wish to show, and not going stuck in the _how_ of all the mechanics. We recommend a library called [Actuate](https://lib.haxe.org/p/actuate), which we will use to create animation in code without a lot of work!
## Creating Your Project
-To create an empty project (and follow along), open a command-prompt (Windows) or terminal (macOS/Linux) and run the following command:
+To create an empty project (and follow along), open a command-prompt (Windows) or terminal (macOS/Linux) and run the [`openfl create` command](https://lime.openfl.org/docs/command-line-tools/samples/):
```sh
openfl create project AddingAnimation
@@ -50,7 +50,7 @@ class Main extends Sprite {
## Including Actuate in Your Project
-To begin using Actuate, first you will need to edit the [_project.xml_](../../project-files/) file to include Actuate in your project.
+To begin using [Actuate](https://lib.haxe.org/p/actuate), first you will need to edit the [_project.xml_](../../project-files/) file to include Actuate in your project.
There should be a `
` tag already for OpenFL, we will need to add a similar tag for Actuate:
@@ -280,6 +280,6 @@ class Main extends Sprite {
## Issues
-Any problems? Please visit the [community forums](http://community.openfl.org) if you are experiencing trouble!
+Any problems? Please visit the [community forums](http://community.openfl.org) or [Discord server](https://discord.gg/tDgq8EE) if you are experiencing trouble!
[Return to Tutorials](../)
\ No newline at end of file
diff --git a/learn/haxelib/tutorials/displaying-a-bitmap.md b/learn/haxelib/tutorials/displaying-a-bitmap.md
index 0ae193f22..e8ad1e93b 100644
--- a/learn/haxelib/tutorials/displaying-a-bitmap.md
+++ b/learn/haxelib/tutorials/displaying-a-bitmap.md
@@ -7,9 +7,9 @@ redirect_from:
## Creating a New Project
-OpenFL includes a "create" command that can help generate an empty or sample project for you.
+OpenFL includes a [`create` command](https://lime.openfl.org/docs/command-line-tools/samples/) that can help generate an empty or sample project for you.
-To create an empty project, open a command-prompt (Windows) or terminal (macOS/Linux) and run the following command:
+To create an empty project, open a command-prompt (Windows) or terminal (macOS/Linux) and run the [`openfl create` command](https://lime.openfl.org/docs/command-line-tools/samples/) command:
```sh
openfl create project HelloWorld
@@ -25,7 +25,7 @@ openfl create DisplayingABitmap
## Adding an Image
-The first thing we will do is add an image. First, copy an image (PNG or JPG format) to the "Assets" folder of the project. We will be using [this image](https://raw.githubusercontent.com/openfl/openfl-samples/master/features/display/DisplayingABitmap/Assets/openfl.png), but you can download or copy any image you like.
+The first thing we will do is add an image. First, copy an image file (PNG or JPG format) to the "Assets" folder of the project. We will be using [this image](https://raw.githubusercontent.com/openfl/openfl-samples/master/features/display/DisplayingABitmap/Assets/openfl.png), but you can download or copy any image you like.
Open the "Source/Main.hx" file in the editor of your choice. It should look something like this:
@@ -82,11 +82,11 @@ class Main extends Sprite {
}
```
-In order to see our `Bitmap` instance, we use `addChild` to make it visible on the display list. The "display list" is an easy-to-use method of drawing that is available in OpenFL.
+In order to see our `Bitmap` instance, we [use `addChild` to make it visible on the display list](https://books.openfl.org/openfl-developers-guide/display-programming/working-with-display-objects/adding-display-objects-to-the-display-list.html). The ["display list"](https://books.openfl.org/openfl-developers-guide/display-programming/basics-of-display-programming.html) is an easy-to-use method of drawing that is available in OpenFL.
## Positioning an Object
-When you use the display list, you can use `x` and `y` properties to control where an object will be drawn.
+When you use the display list, you can [use `x` and `y` properties](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/changing-position.html) to control where an object will be drawn.
```haxe
package;
@@ -113,7 +113,9 @@ If we set the bitmap position to (100, 200), instead of drawing at the upper-lef
Since the `x` and `y` values of a display object use the upper-left corner of the object, the math for centering our object will look something like this:
- var centerValue = (totalWidth - imageWidth) / 2;
+```haxe
+var centerValue = (totalWidth - imageWidth) / 2;
+```
We can determine the width of our window using the `stage.stageWidth` and `stage.stageHeight` values. We can use the `width` and `height` values of our bitmap to find how large it is. The resulting code looks like this:
@@ -172,6 +174,6 @@ openfl test ../DisplayingABitmap flash
## Issues
-Any problems? Please visit our helpful [community forums](http://community.openfl.org) if you are experiencing trouble!
+Any problems? Please visit our helpful [community forums](http://community.openfl.org) or [Discord server](https://discord.gg/tDgq8EE) if you are experiencing trouble!
[Return to Tutorials](../)
\ No newline at end of file
diff --git a/learn/index.md b/learn/index.md
index 9e7ac3ddc..7ddbe0666 100644
--- a/learn/index.md
+++ b/learn/index.md
@@ -15,7 +15,7 @@ Then, you can get up and running with the included [sample projects](docs/comman
## Fundamentals
-If you are already familiar with Adobe Flash development with ActionScript 3.0, you should feel right at home with OpenFL. If you have never developed using ActionScript 3.0 or Flash before, that's okay because we offer the [OpenFL Developer's Guide](https://books.openfl.org/openfl-developers-guide/) to introduce you to some of the key concepts, classes and interfaces, and other APIs. You'll learn the fundamentals of [working with display objects](https://books.openfl.org/openfl-developers-guide/display-programming/), [listening for events](https://books.openfl.org/openfl-developers-guide/handling-events/), [drawing lines, curves, and shapes](https://books.openfl.org/openfl-developers-guide/using-the-drawing-api/), and much more.
+We offer the [OpenFL Developer's Guide](https://books.openfl.org/openfl-developers-guide/) to introduce you to some of the key concepts, classes and interfaces, and other APIs. You'll learn the fundamentals of [working with display objects](https://books.openfl.org/openfl-developers-guide/display-programming/), [listening for events](https://books.openfl.org/openfl-developers-guide/handling-events/), [drawing lines, curves, and shapes](https://books.openfl.org/openfl-developers-guide/using-the-drawing-api/), and much more.
Read the OpenFL Developer's Guide »