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

Adding movement patterns to enemies


Now that we've loaded in our pattern data and have a pool for enemies to be spawned from, let's update our Enemy class to work with movement patterns and allow them to be recycled when they move offscreen or get shot.

Adding imports

To start, open the Enemy class and add this import:

import flixel.util.FlxPoint;

The FlxPoint object is an object that contains the x and y values. We'll be using this class to define each point that the enemy will move to.

Adding variables

Next, let's add the new variables we'll need.

private var movementSpeed:Float;
private var movementPattern:Dynamic;
private var movementPoints:Array<FlxPoint>;

Here's the explanation of the code:

  • The movementSpeed variable will store the speed value of the pattern. The movementPattern variable will store the pattern data specific to this enemy.

  • The movementPoints array will store an array of FlxPoint objects, and we'll convert the array of points from the JSON data to the FlxPoint objects. This...