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

Implementing the game timer


We're on the home stretch! The last things we have to do are setting up the game timer and showing the level-end screen! Open up PlayState to make the last few changes.

Importing the end screen

Since the LevelEndScreen class is in a package, we'll need to import it to use it, so add this to your import section:

import source.ui.LevelEndScreen;

Adding variables

Next, we'll have to add new variables to handle the timer functionality:

private var levelTimer:FlxTimer;
private var levelTime:Int = 15;
private var ticks:Int = 0;

The levelTimer variable is a FlxTimer like the one we used when making enemies. The levelTime variable is the duration that the game will run for. The ticks variable is used to keep track of the number of seconds that have passed so that we know when to end the game. In other words, it keeps track of how many times the timer has ticked.

Creating the level timer

In the create function, after the section where enemies are added, add these lines:

levelTimer...