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

Object pooling


Before we dive into the project, it's important to discuss object pooling and how it will improve the game. Object pooling is the process of storing object instances in cases where you need several objects of a specific type. Instead of destroying objects in a pool, they are removed temporarily and reset to their starting state so that they can be reused.

Recycling objects like this saves memory because you only need to allocate resources for a fixed number of objects instead of a potentially infinite number of objects. It also prevents the garbage collector from running frequently and wasting processing time.

The general rule of thumb is that if you have a large number of similar objects that will be getting added to and removed from the screen, you should place them in an object pool and recycle them.

In HaxeFlixel, the FlxGroup class contains the functionality for object pooling. Objects that are added to it can be recycled for use later on, so I will refer to the FlxGroup...