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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

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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