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Haxe Game Development Essentials

You're reading from   Haxe Game Development Essentials Create games on multiple platforms from a single codebase using Haxe and the HaxeFlixel engine

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289781
Length 188 pages
Edition 1st Edition
Concepts
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Toc

Table of Contents (10) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Building a New Game 3. Dealing with Menus and Screen Flow 4. Delving into Animations and Gameplay 5. Adding Sound 6. Working with Configuration Files 7. Deploying to Multiple Platforms 8. What's Next? Index

Creating the explosion effects

We're going to build out the explosion effect that will play when an enemy dies. The effect will also play when an enemy makes contact with the player. The effect will comprise three parts:

  • The explosion line: This is a line that will expand outward when the animation starts.
  • The explosion bulb: This is a giant fireball that will swell and fade out; this is what will actually make it look like an explosion.
  • Smoke particle effect: This is a puff of smoke that will linger on after the explosion.

Creating the class

We're going to make a new class named ExplosionEffect in the source folder. The class extends the FlxGroup object.

Here's what it should look like to start with:

package;

import flixel.group.FlxGroup;

class ExplosionEffect extends FlxGroup
{
  public function new() 
  {
    super();
  }
}

Adding imports

Now let's add the imports that we'll need:

import flixel.effects.particles.FlxEmitter;
import flixel.effects.particles.FlxParticle...
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