Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
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

eBook
€8.99 €16.99
Paperback
€20.99
Subscription
Free Trial
Renews at €18.99p/m

What do you get with Print?

Product feature icon Instant access to your digital eBook copy whilst your Print order is Shipped
Product feature icon Paperback book shipped to your preferred address
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Shipping Address

Billing Address

Shipping Methods
Table of content icon View table of contents Preview book icon Preview Book

Haxe Game Development Essentials

Chapter 1. Getting Started

In this chapter, we're going to see what Haxe is, how it will enable you to create awesome multiplatform games, and then we'll install all of the tools we'll need to develop with. After setting things up, we'll work with a quick Hello World example to make sure that everything works and we're ready to start making games!

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

  • What's Haxe?
  • Installation
  • Setting up target platforms
  • Hello World
  • Summary

What's Haxe?

Haxe is an open source programming toolkit that is composed of a language, compiler, and command-line interface. It is heavily inspired by ActionScript 3, with some tweaks here and there to add functionality. It also draws some inspiration from C#. It's so similar that at a glance, Haxe code could easily be confused for ActionScript. This doesn't mean that you have to know ActionScript to learn Haxe, but it does help. Knowing an object-oriented language, such as C# or Java, will also give you a leg up.

Haxe compiles to several different platforms, allowing you to have one codebase that will work in browsers, desktop operating systems, and on mobile devices.

In case you were wondering about the pronunciation, Haxe is pronounced Hex, though many people pronounce it Hacks.

OpenFL

OpenFL is a framework built on top of Haxe; it adds additional API functionality and provides build tools to streamline your workflow. Most of the API changes it introduces are meant to help mimic the ActionScript 3 API. For example, it adds support for Flash's Stage 3D mode, text formatting, and bitmap data.

OpenFL also uses the Lime library, which is a library that helps to ensure consistent cross-platform support so that builds for different platforms don't behave radically differently. It covers things such as cross-platform audio, rendering, and asset management.

Some of our build commands will be executed using Lime, and that's pretty much all we'll be directly using it for.

HaxeFlixel

HaxeFlixel is a game engine that's built on top of OpenFL. It was originally based on the ActionScript 3 game engine named Flixel, and has since branched off on its own. It's well documented and has a solid community, making it an ideal engine for people who want to learn how to make games with Haxe.

HaxeFlixel supports the following features:

  • Efficient and high-performance rendering
  • Collision detection
  • Particles
  • Tilemaps
  • Bitmap fonts
  • Pathfinding
  • Object pooling
  • Tweening
  • GPU acceleration

That's just a handful of the features of the engine; it's very robust. HaxeFlixel will help us start building high-quality games much faster than doing everything from scratch.

Installation

Now that you have a good understanding of what we'll be using, let's start installing what we'll need. Haxe, OpenFL, and HaxeFlixel are all designed to be easy to set up, so this is going to be pretty straightforward.

Installing Haxe

Go to http://haxe.org/download/ and download the installer for your operating system. Run the installer; be sure to install both Haxe and Neko when given the option.

This will install the Haxe framework, which includes Haxelib, a useful tool for installing Haxe frameworks and libraries. You will typically use this to install all Haxe libraries, which will make the installation of OpenFL and HaxeFlixel incredibly straightforward.

OpenFL

To install OpenFL, open a command window (or terminal on OS X and Linux). Next, run the following commands:

haxelib install openfl
haxelib -notimeout run openfl setup

These two commands will download, install, and set up the OpenFL framework and all of the libraries it needs. The notimeout flag prevents the setup from timing out before it completes. This is useful because the OpenFL setup will download quite a number of files, and it can time out if your internet connection is a little slow.

When asked if you want to install OpenFL, press Y. On Mac and Linux, you may be asked to enter your password. After this, OpenFL will be installed and you'll be good to go!

Setting up an IDE

Before installing HaxeFlixel, it's important to install a code-editing tool, because you will be prompted to choose one during the HaxeFlixel setup. Your operating system will be a factor in choosing the best tool for you.

Windows users are able to use FlashDevelop, which is a fully featured IDE that will work with Haxe out of the box. The best part of using FlashDevelop is that you can debug your games by targeting Flash and using the Flash debug player. This will allow you to put in breakpoints, see console logs, and inspect variables. You can download the latest version by going to http://flashdevelop.org. If you are using Windows, I highly recommend using it.

For Mac and Linux users, the best tool available is Sublime Text 2. It's a solid code-editing tool, though it lacks support for breakpoints, console logs, and variable inspection. You can download the latest version by going to http://sublimetext.com. You can also use Sublime Text on Windows if you prefer it.

To make Sublime Text a more effective Haxe editing tool, you should install the Haxe plugin. The easiest way to install it is using package control, which you can install using the steps located at https://packagecontrol.io/installation#st2.

After installing package control, use Ctrl + Shift + P (Windows or Linux) or cmd + Shift + P (Mac) to bring up the command palette. Start typing in package and then navigate down to Install Package. You will then see a list of available packages to install. Type in Haxe to find the package named Haxe. Install that and you're good to go!

Installing HaxeFlixel

To install HaxeFlixel, run these commands:

haxelib install flixel
haxelib install flixel-tools
haxelib run flixel-tools setup

You will then be prompted several times during the setup. Here's what you should do:

  1. When a command appears asking if you want to set up Flixel, press Y.
  2. When asked if you would like to download flixel-demos and flixel-templates, press Y.
  3. When prompted to enter an author name, either type in your name or leave the field blank. It will automatically use that name when creating project templates.
  4. When asked to choose your default IDE, enter the number corresponding to your development tool of choice.
  5. Choose either Y or N when asked if you want to automatically open created templates and demos with your IDE of choice. This will just immediately open your project in your IDE instead of requiring you to navigate your filesystem.
  6. On Macs, if you chose to have templates and demos automatically open, you will be asked whether or not you want to run a symlink command. Press Y.

If you ever need to change these settings, you can run the Flixel tools setup command again.

Setting up target platforms

To be able to deploy games on multiple platforms, a little extra work is involved. You're going to be using Flash, primarily, to develop your game, but we'll walk through what you need to download and set up for all of the major platforms that HaxeFlixel supports. We'll be going into detail about how to build each of these platforms in Chapter 7, Deploying to Multiple Platforms.

Flash

Haxe and OpenFL will build to Flash out of the box, so there's not really anything special you have to do in order to deploy to Flash. That said, to debug Flash content you should download the Flash debug player.

On Windows, you will be able to place breakpoints and inspect variables; on Mac, you will just get popups with stack traces when you get errors, which is still very useful. Unfortunately, Linux users will be unable to debug Flash in the browser, but you will still be able to use the content debugger application.

You can download the debug versions of the Flash player at https://www.adobe.com/support/flashplayer/downloads.html.

Tip

To debug Flash without a browser, download the projector content debugger application for your operating system. If you intend to primarily use the projector application, make sure that you set it up as the default application to run when loading SWF files.

To debug Flash in a browser, you will need to download different plugins based on the browser you intend to use. Here are some quick guidelines you can follow:

  • For Internet Explorer, use the ActiveX plugin
  • For Firefox and Safari, use the NPAPI plugin
  • For Chrome, use the PPAPI plugin

Android

OpenFL makes getting the tools you need to deploy to Android much easier than it typically is. Normally, this would involve downloading some tools and installing a bunch of SDKs. OpenFL has a tool that will guide you through the process as fast as possible.

Before using OpenFL's tool, ensure that you have the Java runtime installed. You can download it from https://java.com/en/download/. After installing the runtime, you can begin the Android setup process.

For Windows users, run this command to get started:

openfl setup android

For Mac and Linux users, run the command using sudo, like so:

sudo openfl setup android

After using sudo, you will have to enter your password to continue.

You will then be prompted several times during the setup. Here's what you should do:

  • Press Y when asked if you want to download and install the Android SDK.
  • When asked to enter an output directory for the Android SDK, either enter a new path or just hit Enter to choose the default directory.
  • Press Y when asked whether or not you want to download and install the Android NDK.
  • When asked to enter an output directory for the Android NDK, either enter in a new path or just hit Enter to choose the default directory.
  • Press Y when asked whether or not you want to download and install Apache Ant.
  • When asked to enter an output directory for Apache Ant, either enter in a new path or just hit Enter to choose the default directory.
  • Press Y when asked whether or not you want to download and install the Java JDK. Press Y when asked to be taken to the download site of the JDK. Follow the download links on the site to download the JDK installer, and run and install it before continuing.
  • When asked to enter the path to the Android SDK, either you can enter a custom path type in it and continue, or hit Enter to continue with the default path.
  • When asked to enter the path to the Java JDK, type in the path you used to install the JDK earlier.

iOS

The setup process for iOS development is much simpler. Of course, in order to develop iOS games, you will need to use Max OS X and be a member of Apple's iOS developer program. You can sign up for the program by going here: https://developer.apple.com/programs/ios/. You will also need to install the latest version of Xcode, Apple's development tool, to develop iOS and OS X applications. You can download it by going to the Mac App store and searching for Xcode.

iOS

After Xcode has been installed, run this command in the terminal:

sudo lime setup ios

After using sudo, you will have to enter your password to continue.

When asked to download and install Apple Xcode, press N. This is only for users who haven't installed Xcode yet. It's easier to just install Xcode in advance like we did.

Desktop

HaxeFlixel can also be built to desktop targets. When you want to build your games for a particular desktop operating system, you will need to use that operating system to make the build. For example, you can't build a Mac game on Windows or vice versa.

When building for Windows, you will need to install a version of Visual Studio, Microsoft's application development tool that can build C++ and can target Windows 32-bit. If you don't already have a copy of Visual Studio that meets the requirements, you can download Visual Studio C++ 2010 Express at http://go.microsoft.com/?linkid=9709949.

After installing Visual Studio, you will also need to run this command:

openfl setup windows

When building for OS X, you will need to install Xcode. If you didn't install Xcode as part of the iOS setup, please refer to the section on how to download and install it.

Once Xcode is installed, run this command:

openfl setup mac

When asked to download and install Apple Xcode, press N.

When building for Linux, there are no special setup steps. You will just need to be running Linux when making builds.

Tip

It is worth noting that some more exotic Linux distributions may run into issues. If you're running into issues with developing for Linux, I suggest asking questions on OpenFL's community forum, located at http://community.openfl.org/.

Hello World

Now that we have everything we need installed, we should make sure that Haxe, OpenFL, and HaxeFlixel are all up and running. To do this, we'll create a new project using the command line, run it, and then add an image to the screen to ensure that we can make changes.

Creating a project

To create a project, open up a command or terminal window and navigate to the folder in which you want your game's folder to be created.

After doing this, enter this command:

flixel tpl -n "HelloWorld"

This will create a new folder using the standard HaxeFlixel project template. It will also create project files for your code-editing tool of choice, allowing for quick integration out of the box.

Tip

If HaxeFlixel doesn't automatically open your project in your code-editing tool, open it in the tool manually. For FlashDevelop users, double-click on the .hxproj file in the project's folder. For Sublime Text users, drag your project's folder into an empty Sublime window.

A number of Haxe classes with the file extension .hx will be created. These are the base files you need to get a basic HaxeFlixel project up and running. We'll be going over the project's structure throughout the book, so it's not important to know what everything means right now.

Running the project

Now that we have a project set up, we can run it to see what we get out of the box.

If you're running FlashDevelop, select Debug from the drop-down list next to the play button and then select flash from the drop-down list next to that. After this, hit the play button to run your project.

For Sublime Text users, you can press Ctrl + Enter to run the project using the Haxe package that was installed earlier.

To create a build using the command line, navigate to your project's folder and enter this command:

lime test flash

The project should build and then open with your operating system's default application for running .swf files. When the .swf file loads, you'll briefly see the HaxeFlixel logo and then you'll be presented with a blank screen.

Copying assets

We're going to need the image that we want to display, so let's get that now. In the assets provided for this chapter, there is an image named HelloWorld.png. Copy it to the images folder under assets in your project's directory.

Making changes

Now that we have the image copied to the template project, let's add the traditional Hello World image to the screen.

Open MenuState.hx and navigate to the Create function. It will look like this:

override public function create():Void
{
  super.create();
}

After super.create();, add the following lines:

var helloWorldText = new FlxSprite();
helloWorldText.loadGraphic(AssetPaths.HelloWorld__png);
add(helloWorldText);

This will create a new variable of the FlxSprite class. It will then load in the image we just copied over, and then finally add the image to the screen. We'll go into more detail about how to use the FlxSprite class and work with loaded assets later, but that's a quick rundown of what's happening.

All that's left to do is to run the project to see your changes! In FlashDevelop, you just need to press the play button. For Sublime Text users, press Ctrl + Enter.

To create a build using the command line, enter the test command again:

lime test flash

That's it! You should see your SWF load and display the text Hello world!. If something along the way didn't work, take some time to review the chapter to see where things went wrong.

Making changes

Summary

In this chapter, you learned what Haxe, OpenFL, and HaxeFlixel are, and how they will streamline multiplatform game development. You learned how to install and set up Haxe, OpenFL, HaxeFlixel, and a code-editing tool. You then learned how to set up the tools you'll need for cross-platform development. Finally, you learned how to build and run your very first Haxe project. These skills will enable you to create and set up projects as you see fit.

You now have everything you need to dive head first into Haxe game development! In the next chapter, we're going to look at the Haxe language and start building the foundation of your first HaxeFlixel game.

Left arrow icon Right arrow icon

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
Estimated delivery fee Deliver to Netherlands

Premium delivery 7 - 10 business days

€17.95
(Includes tracking information)

Product Details

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

What do you get with Print?

Product feature icon Instant access to your digital eBook copy whilst your Print order is Shipped
Product feature icon Paperback book shipped to your preferred address
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Shipping Address

Billing Address

Shipping Methods
Estimated delivery fee Deliver to Netherlands

Premium delivery 7 - 10 business days

€17.95
(Includes tracking information)

Product Details

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

Packt Subscriptions

See our plans and pricing
Modal Close icon
€18.99 billed monthly
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Simple pricing, no contract
€189.99 billed annually
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts
€264.99 billed in 18 months
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts

Frequently bought together


Stars icon
Total 108.97
haXe 2 Beginner's Guide
€37.99
Haxe Game Development Essentials
€20.99
OpenGL Game Development By Example
€49.99
Total 108.97 Stars icon
Banner background image

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
Get free access to Packt library with over 7500+ books and video courses for 7 days!
Start Free Trial

FAQs

What is the delivery time and cost of print book? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela
What is custom duty/charge? Chevron down icon Chevron up icon

Customs duty are charges levied on goods when they cross international borders. It is a tax that is imposed on imported goods. These duties are charged by special authorities and bodies created by local governments and are meant to protect local industries, economies, and businesses.

Do I have to pay customs charges for the print book order? Chevron down icon Chevron up icon

The orders shipped to the countries that are listed under EU27 will not bear custom charges. They are paid by Packt as part of the order.

List of EU27 countries: www.gov.uk/eu-eea:

A custom duty or localized taxes may be applicable on the shipment and would be charged by the recipient country outside of the EU27 which should be paid by the customer and these duties are not included in the shipping charges been charged on the order.

How do I know my custom duty charges? Chevron down icon Chevron up icon

The amount of duty payable varies greatly depending on the imported goods, the country of origin and several other factors like the total invoice amount or dimensions like weight, and other such criteria applicable in your country.

For example:

  • If you live in Mexico, and the declared value of your ordered items is over $ 50, for you to receive a package, you will have to pay additional import tax of 19% which will be $ 9.50 to the courier service.
  • Whereas if you live in Turkey, and the declared value of your ordered items is over € 22, for you to receive a package, you will have to pay additional import tax of 18% which will be € 3.96 to the courier service.
How can I cancel my order? Chevron down icon Chevron up icon

Cancellation Policy for Published Printed Books:

You can cancel any order within 1 hour of placing the order. Simply contact customercare@packt.com with your order details or payment transaction id. If your order has already started the shipment process, we will do our best to stop it. However, if it is already on the way to you then when you receive it, you can contact us at customercare@packt.com using the returns and refund process.

Please understand that Packt Publishing cannot provide refunds or cancel any order except for the cases described in our Return Policy (i.e. Packt Publishing agrees to replace your printed book because it arrives damaged or material defect in book), Packt Publishing will not accept returns.

What is your returns and refunds policy? Chevron down icon Chevron up icon

Return Policy:

We want you to be happy with your purchase from Packtpub.com. We will not hassle you with returning print books to us. If the print book you receive from us is incorrect, damaged, doesn't work or is unacceptably late, please contact Customer Relations Team on customercare@packt.com with the order number and issue details as explained below:

  1. If you ordered (eBook, Video or Print Book) incorrectly or accidentally, please contact Customer Relations Team on customercare@packt.com within one hour of placing the order and we will replace/refund you the item cost.
  2. Sadly, if your eBook or Video file is faulty or a fault occurs during the eBook or Video being made available to you, i.e. during download then you should contact Customer Relations Team within 14 days of purchase on customercare@packt.com who will be able to resolve this issue for you.
  3. You will have a choice of replacement or refund of the problem items.(damaged, defective or incorrect)
  4. Once Customer Care Team confirms that you will be refunded, you should receive the refund within 10 to 12 working days.
  5. If you are only requesting a refund of one book from a multiple order, then we will refund you the appropriate single item.
  6. Where the items were shipped under a free shipping offer, there will be no shipping costs to refund.

On the off chance your printed book arrives damaged, with book material defect, contact our Customer Relation Team on customercare@packt.com within 14 days of receipt of the book with appropriate evidence of damage and we will work with you to secure a replacement copy, if necessary. Please note that each printed book you order from us is individually made by Packt's professional book-printing partner which is on a print-on-demand basis.

What tax is charged? Chevron down icon Chevron up icon

Currently, no tax is charged on the purchase of any print book (subject to change based on the laws and regulations). A localized VAT fee is charged only to our European and UK customers on eBooks, Video and subscriptions that they buy. GST is charged to Indian customers for eBooks and video purchases.

What payment methods can I use? Chevron down icon Chevron up icon

You can pay with the following card types:

  1. Visa Debit
  2. Visa Credit
  3. MasterCard
  4. PayPal
What is the delivery time and cost of print books? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela