I’ve also created an editor plugin which makes using Haxe with Godot simpler without the need to create files manually or manipulate C# files.
A Haxe Godot project uses a normal hxml file, so you can easily use Haxe libraries by adding a
The externs give you:
- A familiar Haxe naming convention with camelCase for methods and variable, instead of C#'s PascalCase.
- Type-safe signals allowing you to write
making sure you aren’t typing the signal or function name wrong, or using a function with the wrong signature at compile time.
mynode.connect("the_signal", myHandler, "myFunction")
- Auto-completion with documentation, api documentation
The externs are generated so you can expect timely updates to match new Godot releases.
If you want to see a demo there is an Haxe version of the squash the creeps 3d tutorial.
The externs, and especially the editor plugin, are still new, so if you find a bug please open an issue on github.
If you want to request a feature of discuss the project there is this topic and github discussions.