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

Instantiating enemies and adding interaction


Next, we'll go back to PlayState and create instances of our enemies, and then make enemies disappear when they're clicked. Finally, we'll then add to our score every time the player clicks on an enemy.

Adding new imports

Before adding functionality, we'll need to import some more classes we'll be using in PlayState:

import flixel.plugin.MouseEventManager;
import flixel.FlxObject;
import flixel.util.FlxTimer;

Adding variables

Next, we'll add the new variables we'll need to track:

  private var numEnemies:Int = 20;
  private var score:Int = 0;
  private var enemyPointValue:Int = 155;
  private var enemies:Array<Enemy>;

These variables are pretty straightforward: numEnemies is the number of enemies we'll spawn in the game, score is the player's current score, and enemyPointValue is the number of points that will be added to your score each time an enemy is clicked. Finally, enemies is an array that will store the Enemy objects we're going to make...