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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

Spawning enemies


Now, let's make the function that will spawn in enemies and give them their pattern data. After the constructor, add this function:

private function spawnEnemies(timer:FlxTimer = null):Void{}

This function will be called as a timer callback and in the constructor, so it takes in a FlxTimer object that defaults to null.

Inside the function, add the following line:

currentPattern = (Math.floor(Math.random() * ((patternData.patterns.length-1) - 0 + 1)) + 0);

To start, we'll decide a random pattern to be used. We do this in the same way that we've made random ranges before. The one difference here is that we're using patternData.patterns.length to determine the maximum value. This means that we're checking the length of the patterns array from the JSON data.

Just to nail home the point, we can now use the JSON data like we would with any other object. The patterns array from JSON gets converted to an array of Haxe dynamic objects. The Json.parse function will intelligently convert...

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