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

Building the enemy spawner


Now that we've gone over the data format, let's start implementing it. Luckily, the process to load and read this data is extremely easy due to functionality that Haxe provides. We're going to randomly choose which patterns of enemies to use, so there is still an element of chance to the game, but it will be far fairer.

Creating the enemy spawner class

To start, create a new class in the source folder named EnemySpawner. This class will extend FlxTypedGroup.

Here's what it should look like to start:

package;

import flixel.group.FlxTypedGroup;

class EnemySpawner extends FlxTypedGroup
{

  public function new(MaxSize:Int=0) 
  {
    super(MaxSize);

  }

}

Before moving on, we'll make a few tweaks. Update the extends section so that FlxTypedGroup will use the Enemy class as follows:

class EnemySpawner extends FlxTypedGroup<Enemy>

We're extending the FlxTypedGroup class so that we can have a pool of Enemy objects similar to the way that we managed projectiles and...