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 gameplay sounds


Finally, we're going to set up and play our gameplay sounds. Since these sounds are going to get played frequently, we're going to load and store them so that they can be reused instead of being loaded every time they're needed.

This will also prevent the game from sounding overwhelming as there will only be one of any given type of effect playing at a time.

Creating variables

Let's start by making variables to store our gameplay sounds. In SoundManager, add these variables before any function calls:

private var shootSound:FlxSound;
private var damageSound:FlxSound;
private var explosion1Sound:FlxSound;
private var explosion2Sound:FlxSound;

These variables are of the FlxSound type. This class represents a sound that's loaded into memory.

Navigate into the constructor. In there, we're going to load and set up the sounds:

shootSound = FlxG.sound.load(Sounds.SOUND_SHOOT, Sounds.VOLUME_SHOOT);
shootSound.persist = true;

damageSound = FlxG.sound.load(Sounds.SOUND_DAMAGE, Sounds...