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A cross-platform Haxe library for building 2D rendering and interaction across web, desktop, and mobile targets

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Stars
2,159
Primary language
Haxe
License
MIT
Repository last updated
Oct 1, 2026
On this page

Overview

OpenFL provides Haxe APIs derived from the Flash display, bitmap, text, and event model and targets HTML5, desktop, and mobile from one application. It connects games and interactive work to platform-specific rendering backends.

Features and best fit

Based on official documentation; not hands-on tested · Content checked:

Key features

What it provides

Applications add shapes and text to Sprites and select a target through the OpenFL CLI. Lime supplies lower-level window, input, and audio support, while the HTML5 target emits browser assets.

Sources: [1][2][3]

Best fit

Where it fits

It fits existing work based on the Flash/AIR display model and 2D applications sharing logic between web and native targets. The pinned example builds a minimal blue square for HTML5.

Sources: [1][2]

Before adoption

What to check before adoption

Available APIs, performance, and native SDK requirements vary by target. Evaluating 9.5.2 for HTML5 requires Haxe 3.4.7 or later, haxelib, and pinned Lime 8.1.3. GitHub and the pinned LICENSE report MIT.

Sources: [3][6][7][4][5]

Official sources

  1. [1]openfl/openfl README at 9.5.2(2026-10-05)
  2. [2]OpenFL official documentation(2026-10-05)
  3. [3]OpenFL 9.5.2 source(2026-10-05)
  4. [4]OpenFL 9.5.2 CI setup(2026-10-05)
  5. [5]OpenFL 9.5.2 haxelib metadata(2026-10-05)
  6. [6]openfl/openfl LICENSE.md at 9.5.2(2026-10-05)
  7. [7]openfl/openfl GitHub metadata(2026-10-05)
Supplemental curator note

It suits 2D work that wants Flash-like display APIs across targets. First build a blue square for HTML5 from a local haxelib repository, then assess each target SDK and rendering difference.

Try it in 3 steps

  1. 1

    Install the pinned releases locally

    Requires Haxe 3.4.7 or later and haxelib. Make the temporary directory a haxelib repository, install pinned Lime 8.1.3 and OpenFL 9.5.2, and run the setup used by pinned CI.

    demo=$(mktemp -d "${TMPDIR:-/tmp}/openfl-demo.XXXXXX") && cd "$demo" && haxelib newrepo && haxelib install lime 8.1.3 --quiet && haxelib install openfl 9.5.2 --quiet && haxelib run lime setup -alias -y && haxelib run openfl setup -alias -y && mkdir -p Source
  2. 2

    Write a blue-square scene

    Create project.xml and Main.hx, drawing a 120-by-80 blue rectangle on a Sprite.

    printf '%s\n' '<project>' ' <meta title="OpenFL Demo" package="demo.openfl" version="1.0.0" company="Local"/>' ' <app main="Main" path="Export" file="openfl-demo"/>' ' <source path="Source"/>' ' <haxelib name="openfl"/>' '</project>' > project.xml && printf '%s\n' 'import openfl.display.Sprite;' 'class Main extends Sprite {' ' public function new() {' ' super();' ' graphics.beginFill(0x3366FF);' ' graphics.drawRect(0, 0, 120, 80);' ' graphics.endFill();' ' }' '}' > Source/Main.hx
  3. 3

    Verify HTML5 output

    Build the HTML5 target and require the generated index.html.

    haxelib run openfl build html5 && test -f Export/html5/bin/index.html
Check the official README

Growth

Growth trends · Last 30 days

2,159 Stars

Trend data is still being collected.

Development activity

Last 90 days · weekly

Commits (last 30 days)
18
Open PRs
95

Development activity is still being collected.

Built with

Categories and tags

GitHub data

GitHub dataView detailed GitHub data

GitHub Topics

  • adobe-air
  • adobe-flash
  • cross-platform
  • flash
  • frontend
  • game-development
  • gamedev
  • hashlink
  • haxe
  • multi-platform
  • neko
  • openfl
Stars
2,159
Forks
512
Watchers
117
Open issues
247
Contributors
173
Owner type
Organization
Primary language
Haxe
License
MIT
Repository last updated
Oct 1, 2026
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