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Haxe Game Development Essentials
Haxe Game Development Essentials

Haxe Game Development Essentials: Create games on multiple platforms from a single codebase using Haxe and the HaxeFlixel engine

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Profile Icon Jeremy McCurdy
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Full star icon Full star icon Full star icon Half star icon Empty star icon 3.5 (2 Ratings)
Paperback Nov 2015 188 pages 1st Edition
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Arrow left icon
Profile Icon Jeremy McCurdy
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Free Trial
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.5 (2 Ratings)
Paperback Nov 2015 188 pages 1st Edition
eBook
Can$12.99 Can$27.99
Paperback
Can$34.99
Subscription
Free Trial
eBook
Can$12.99 Can$27.99
Paperback
Can$34.99
Subscription
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Table of content icon View table of contents Preview book icon Preview Book

Haxe Game Development Essentials

Chapter 2. Building a New Game

In this chapter, we're going to start building our game. We'll start by exploring some of the fundamental Haxe syntaxes that we'll be using. After this, we'll make a new HaxeFlixel project, make a few changes, and work on getting some simple gameplay in place that will serve as the base to build on.

Here's a rundown of the sections in this chapter:

  • The Haxe syntax
  • Setting up a new HaxeFlixel project
  • Adding the background and basic UI
  • Making enemies
  • Instantiating enemies and adding interaction
  • Creating the end screen
  • Restarting the level
  • Implementing the game timer

The Haxe syntax

Haxe is a very easy language to learn, so we'll be go over the basic syntax now and build on what we know as the book progresses.

At its core, Haxe contains all of the same things you find in other languages: variables, data types, data structures, access modifiers, functions (also known as methods), and expressions.

Haxe is also an object-oriented language, so you will see classes, inheritance, and polymorphism.

Data types and structures

The basic data types in Haxe are Bool, Float, Int, and so on.

Those data types are considered basic because they are simple pieces of data that aren't represented by a class. There are many data types and structures that are important and are represented by a class. They are explained here.

Operators

Haxe has a number of operators that are used to perform math equations, concatenation, and comparison. Let's go over the most common ones.

Access modifiers

Variables, classes, and functions can all be given an access modifier to determine...

Setting up a new HaxeFlixel project

Now that we've gone over the basics of the Haxe language, we'll start working on the foundation of our game. The game we're going to make is a side scrolling space shooter similar to games like R-Type or Gradius. It will be much simpler than those games, but by the end of this book you will have the skills you need to take the game to that level of complexity.

To keep the game fun, we'll add a goofy twist: you'll control a walrus with a raygun and a jetpack, and your enemies will be rocket-powered space cats. We'll name this game Star Walrus!

To start, we're going to keep it simple and have enemies that spawn in that you click on to increase your score until a timer runs out. This will help with learning the fundamentals.

Creating the new project

Like in our Hello World example, we'll start by making a new project using the command line. So, open up a command or terminal window, navigate to the folder that you want...

Adding a background and basic UI

We're going to start by adding a background, and two text fields to display the score and game time to the player. Open up PlayState.hx, and we'll add some variables.

Inside the class, add the following variables:

private var background:FlxSprite;
private var txtScore:FlxText;
private var txtTime:FlxText;

The background is a FlxSprite object. It is used when you want to display an art asset or a shape drawn by HaxeFlixel. The txtScore and txtTime variables are FlxText objects, and as the name implies, they're used to display text.

After this, go inside the create function and add the following underneath super.create():

background = new FlxSprite();
background.loadGraphic(AssetPaths.gameBackground__png);
add(background);

In those lines, we are creating a new FlxSprite instance in the background variable, loading our background image using the AssetPaths class, and then using the add function to add the background to PlayState. The add function is...

Making enemies

Next, we'll start making our enemies, and then we'll add them to the screen. To do this, we'll make a new class that will handle displaying our enemies. They will appear at random places on the screen after random time intervals.

Creating the enemy class

If you're using FlashDevelop, you can create a class by right-clicking on the source folder and going to Add | New Class. Then, name it Enemy and set its base class to FlxSprite.

If you're using Sublime Text, you can make a new class by going to File | New File and saving the file under the source folder as Enemy.hx.

FlashDevelop will create part of the class for you. In Sublime Text, you'll have to add most of the class by hand. For FlashDevelop, remove source from the package section. We're not going to use packages for classes that sit directly under the source folder.

Your class should look like this:

package;

import flixel.util.FlxTimer;
import flixel.FlxSprite;
import AssetPaths;

class...

Instantiating enemies and adding interaction

Next, we'll go back to PlayState and create instances of our enemies, and then make enemies disappear when they're clicked. Finally, we'll then add to our score every time the player clicks on an enemy.

Adding new imports

Before adding functionality, we'll need to import some more classes we'll be using in PlayState:

import flixel.plugin.MouseEventManager;
import flixel.FlxObject;
import flixel.util.FlxTimer;

Adding variables

Next, we'll add the new variables we'll need to track:

  private var numEnemies:Int = 20;
  private var score:Int = 0;
  private var enemyPointValue:Int = 155;
  private var enemies:Array<Enemy>;

These variables are pretty straightforward: numEnemies is the number of enemies we'll spawn in the game, score is the player's current score, and enemyPointValue is the number of points that will be added to your score each time an enemy is clicked. Finally, enemies is an array that will...

The Haxe syntax


Haxe is a very easy language to learn, so we'll be go over the basic syntax now and build on what we know as the book progresses.

At its core, Haxe contains all of the same things you find in other languages: variables, data types, data structures, access modifiers, functions (also known as methods), and expressions.

Haxe is also an object-oriented language, so you will see classes, inheritance, and polymorphism.

Data types and structures

The basic data types in Haxe are Bool, Float, Int, and so on.

Those data types are considered basic because they are simple pieces of data that aren't represented by a class. There are many data types and structures that are important and are represented by a class. They are explained here.

Operators

Haxe has a number of operators that are used to perform math equations, concatenation, and comparison. Let's go over the most common ones.

Access modifiers

Variables, classes, and functions can all be given an access modifier to determine how they can...

Setting up a new HaxeFlixel project


Now that we've gone over the basics of the Haxe language, we'll start working on the foundation of our game. The game we're going to make is a side scrolling space shooter similar to games like R-Type or Gradius. It will be much simpler than those games, but by the end of this book you will have the skills you need to take the game to that level of complexity.

To keep the game fun, we'll add a goofy twist: you'll control a walrus with a raygun and a jetpack, and your enemies will be rocket-powered space cats. We'll name this game Star Walrus!

To start, we're going to keep it simple and have enemies that spawn in that you click on to increase your score until a timer runs out. This will help with learning the fundamentals.

Creating the new project

Like in our Hello World example, we'll start by making a new project using the command line. So, open up a command or terminal window, navigate to the folder that you want game's folder to be in, and type in this...

Adding a background and basic UI


We're going to start by adding a background, and two text fields to display the score and game time to the player. Open up PlayState.hx, and we'll add some variables.

Inside the class, add the following variables:

private var background:FlxSprite;
private var txtScore:FlxText;
private var txtTime:FlxText;

The background is a FlxSprite object. It is used when you want to display an art asset or a shape drawn by HaxeFlixel. The txtScore and txtTime variables are FlxText objects, and as the name implies, they're used to display text.

After this, go inside the create function and add the following underneath super.create():

background = new FlxSprite();
background.loadGraphic(AssetPaths.gameBackground__png);
add(background);

In those lines, we are creating a new FlxSprite instance in the background variable, loading our background image using the AssetPaths class, and then using the add function to add the background to PlayState. The add function is inherited from...

Making enemies


Next, we'll start making our enemies, and then we'll add them to the screen. To do this, we'll make a new class that will handle displaying our enemies. They will appear at random places on the screen after random time intervals.

Creating the enemy class

If you're using FlashDevelop, you can create a class by right-clicking on the source folder and going to Add | New Class. Then, name it Enemy and set its base class to FlxSprite.

If you're using Sublime Text, you can make a new class by going to File | New File and saving the file under the source folder as Enemy.hx.

FlashDevelop will create part of the class for you. In Sublime Text, you'll have to add most of the class by hand. For FlashDevelop, remove source from the package section. We're not going to use packages for classes that sit directly under the source folder.

Your class should look like this:

package;

import flixel.util.FlxTimer;
import flixel.FlxSprite;
import AssetPaths;

class Enemy extends FlxSprite
{

  public...
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Key benefits

  • Learn the modern, cross-platform language Haxe to build games without any trouble
  • Create engaging 2D games that are compatible with desktop, web, and mobile platforms
  • Learn how to speed up your workflow with OpenFL and HaxeFlixel using this useful and compact guide

Description

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.

Who is this book for?

This book is for game developers with some experience programming games on one or more platforms already. If you want to leverage your game development experience on one platform to develop for multiple platforms and to get up and running quickly, this book is for you. Having prior experience with a language similar to Haxe, such as ActionScript or JavaScript will help, but isn't required.

What you will learn

  • Understand the fundamentals of the Haxe programming language
  • Set up a development environment that will work on Windows, Mac, and Linux
  • Create fun 2D games using OpenFL and HaxeFlixel
  • Understand how to implement a user interface
  • Enhance the gameplay experience with cool animations
  • Improve immersion by adding sound
  • Make your game modular and easily expandable using configuration files
  • Compile games that will work on desktop, web, and mobile platforms

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Nov 26, 2015
Length: 188 pages
Edition : 1st
Language : English
ISBN-13 : 9781785289781
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Publication date : Nov 26, 2015
Length: 188 pages
Edition : 1st
Language : English
ISBN-13 : 9781785289781
Concepts :

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Table of Contents

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

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.5
(2 Ratings)
5 star 0%
4 star 50%
3 star 50%
2 star 0%
1 star 0%
Shingo Feb 25, 2016
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
It was useful... was hoping for a bit more content, but the title only claimed to have the essentials so no complaint there.May have been better if it briefly covered some of those often sought game dev topics, such as... how one might implement an Isometric view or do Ray Casting... but again, not really the scope of the book I suppose.The mere fact that this is about the only up-to-date game development book targeting HaXe makes it really valueable.
Amazon Verified review Amazon
Richard C. Walter Mar 09, 2016
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
Well, after much thought I pulled the trigger and bought this book. I had been learning Haxe and Flixel for the past few months prior to buying it thinking it might shed some light on some best practices, etc. In summary, it's an OK book for the absolute beginner, and all of the material found in the book is easily accessible online in blogs and official demos, etc. so when a book like this comes out, I would expect to find some gems and deeper developer insight. It did present the material in a clear fashion however, and I used it for some of the object recycling tasks I was implementing. But overall, I won't really touch this book again, and now that HaxeFlixel 4.x is out, this book is largely obsolete (because of the major refactoring they have done).
Amazon Verified review Amazon
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