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 sound manager class


Now we're going to build the class we'll use to handle playback of all music and sound effects. This will keep the playback functionality centralized, which will be useful since so many things in the game need to play sounds.

To help with this, the class will implement the singleton pattern so that the class instance will be accessible everywhere.

Creating the class

To start, make a new class in the audio folder named SoundManager. The class doesn't extend anything.

Here's what it should look like to start:

package audio;


class SoundManager
{
  public function new() 
  {
  }
}

Adding imports

Next, let's add the imports:

import flixel.FlxG;
import flixel.system.FlxSound;
import flixel.tweens.FlxTween;

The only new class to note is FlxSound. It will be used to store reusable sound effects. We'll be using the FlxTween class to add a delay to one effect.

Implementing the singleton pattern

The singleton pattern lets you have a single instance of a class that you can access...