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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 muzzle flashes


Now we're going to create the muzzle flash that will play when the player fires a projectile. This effect will comprise two parts:

  • Flash: The sparks that appear immediately when the projectile is fired.

  • Rings: A set of red rings that radiate outward, after the flash. This will make the projectiles appear more powerful.

The muzzle flash will work like a simplified version of the explosion effect, so it'll be very easy to put together.

Creating the class

To start, make a new class named MuzzleFlash in the source folder. The class extends FlxGroup.

Here's what it should look like to start with:

package;

import flixel.group.FlxGroup;

class MuzzleFlash extends FlxGroup
{
  public function new() 
  {
    super();
  }
}

Adding imports

Next, let's add the imports:

import flixel.FlxSprite;
import flixel.group.FlxGroup;
import flixel.util.loaders.TexturePackerData;
import flixel.tweens.FlxTween;
import flixel.tweens.FlxEase;

There are no real surprises here; we'll be using the TexturePackerData...

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