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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

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...

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