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

Creating the end screen


Now, let's make the screen that will appear when the game timer runs out. Once we have this made, we'll just need to set up the game timer, and we'll be done!

Creating the end screen class

First, let's make a folder under the source folder named ui. Since we'll eventually have a few user interface classes, we should organize them under a separate folder. This will put them in a different package, and these classes will need to be imported when used.

In the ui folder, create a class named LevelEndScreen. Previously, we made a class that extended FlxSprite and this time, we'll extend FlxState. This will allow us to create an object that can contain multiple visual elements instead of a single sprite.

Here's the initial class definition with its needed imports:

package source.ui;
import flixel.FlxSprite;
import flixel.util.FlxColor;
import flixel.FlxG;
import flixel.FlxState;
import flixel.text.FlxText;

class LevelEndScreen extends FlxState
{
  public function new(score...