Book Image

Haxe Game Development Essentials

Book Image

Haxe Game Development Essentials

Overview of this book

Haxe is a powerful and high-level multi-platform language that's incredibly easy to learn. Used by thousands of developers and many high-profile companies, Haxe is quickly emerging as a forerunner in the area of cross-platform programming. OpenFL builds on top of Haxe to make developing for multiple platforms quick and painless. HaxeFlixel provides you with the tools you need to build amazing 2D games easier than ever before. Cross-platform development has been supercharged using the Haxe programming language, making it increasingly easy and hassle-free to develop multi-platform games. If you've programmed games before and want to learn out how to deliver games across multiple platforms, or develop games faster, then Haxe Game Development Essentials is the book for you. It starts by showing you how to set up your development environment, then running you through some Haxe language fundamentals, and finally taking you through the process of programming a game from start to finish. You will learn how to create a side scrolling shooter game using HaxeFlixel. Next you will learn to enhance the game with new gameplay features, user interfaces, animations, sound, and configuration files to make your game expandable. Once your game is built and ready, you will learn how to deploy it to web, Android, iOS, and desktop systems. By the end of this book, you will be confident about creating multi-platform games using Haxe, OpenFL, and HaxeFlixel in a faster and easier way.
Table of Contents (16 chapters)
Haxe Game Development Essentials
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Preface
Index

Making enemies


Next, we'll start making our enemies, and then we'll add them to the screen. To do this, we'll make a new class that will handle displaying our enemies. They will appear at random places on the screen after random time intervals.

Creating the enemy class

If you're using FlashDevelop, you can create a class by right-clicking on the source folder and going to Add | New Class. Then, name it Enemy and set its base class to FlxSprite.

If you're using Sublime Text, you can make a new class by going to File | New File and saving the file under the source folder as Enemy.hx.

FlashDevelop will create part of the class for you. In Sublime Text, you'll have to add most of the class by hand. For FlashDevelop, remove source from the package section. We're not going to use packages for classes that sit directly under the source folder.

Your class should look like this:

package;

import flixel.util.FlxTimer;
import flixel.FlxSprite;
import AssetPaths;

class Enemy extends FlxSprite
{

  public...