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Index
Haxe Game Development Essentials
Table of Contents Haxe Game Development Essentials Credits About the Author Acknowledgements About the Reviewers www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe? Free access for Packt account holders
Preface
What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support
Downloading the example code Downloading the color images of this book Errata Piracy Questions
1. Getting Started
What's Haxe?
OpenFL HaxeFlixel
Installation
Installing Haxe OpenFL Setting up an IDE Installing HaxeFlixel
Setting up target platforms
Flash Android iOS Desktop
Hello World
Creating a project Running the project Copying assets Making changes
Summary
2. Building a New Game
The Haxe syntax
Data types and structures Operators Access modifiers Variables Functions The for loops Classes
Setting up a new HaxeFlixel project
Creating the new project The anatomy of our project Changing settings Adding assets
Adding a background and basic UI Making enemies
Creating the enemy class Adding variables Setting up the display Creating the spawn timer
Instantiating enemies and adding interaction
Adding new imports Adding variables Creating instances and adding mouse events
Creating the end screen
Creating the end screen class Adding variables Adding the background and score text
Restarting the level Implementing the game timer
Importing the end screen Adding variables Creating the level timer Creating the timer callback function
Summary
3. Dealing with Menus and Screen Flow
Adding new assets
Changing the default state
Building the splash screen
Adding imports Creating variables Adding sprites Adding instructions Starting the animation sequence Creating the next stage of the sequence Finishing the sequence Navigating back to the game
Updating the level end screen
Adding imports Adding variables Housekeeping Adding the group and setting up the window Adding scores Adding the play again button Showing the best score sprite Creating the animation sequence
Creating the new game HUD
Creating the GameHUD class Adding imports Adding variables Laying things out Changing the score
Adding the new game HUD
Adding imports Adding variables Housekeeping Adding the HUD and enemy group
Summary
4. Delving into Animations and Gameplay
Object pooling Project updates
Adding new assets Updating the project settings
Creating the explosion effects
Creating the class Adding imports Creating variables Setting up Texture Packer data Adding sprites Creating a particle emitter Adding everything to the group Starting the explosion sequence Showing the explosion bulb Showing smoke and completing the animation Preparing for object pooling
Making muzzle flashes
Creating the class Adding imports Creating variables Adding sprites Playing the flash Showing the rings
Updating enemies
Adding imports Adding variables Adding animation Resetting the spawn position Updating the onSpawn function Adding death functionality
Creating projectiles
Creating the class Adding imports Creating variables Displaying the sprite and setting the velocity
Making the player character
Creating the class Adding imports Creating variables Adding animation Making the projectile pool Creating the muzzle flash Starting the shoot timer Shooting projectiles Handling player input Building movement functions Handling player death
Setting health on the HUD
Changing hearts
Adding everything to PlayState
Adding imports Adding variables Cleaning things up Adding the scrolling backdrop Creating and adding the player Creating an explosion object pool Killing enemies Updating the score Detecting collisions Handling collisions between projectiles and enemies Handling collisions between the player and enemies
Summary
5. Adding Sound
Project updates
Adding new assets Updating the project settings
Creating sound constants
Creating the class Creating sound ID constants Creating volume constants
Building the sound manager class
Creating the class Adding imports Implementing the singleton pattern
Adding music
Creating playback functions Calling playback functions
Adding menu sounds
Creating playback functions Calling playback functions
Adding gameplay sounds
Creating variables Creating functions Calling playback functions
Summary
6. Working with Configuration Files
JSON versus XML Project updates
Adding new assets
Understanding the JSON configuration file
A simple example Looking at the JSON format
Building the enemy spawner
Creating the enemy spawner class Adding imports Adding variables Parsing JSON data Populating the pool
Spawning enemies Adding movement patterns to enemies
Adding imports Adding variables Removing old functionality Creating the startPattern function Updating onSpawn and resetSpawn
Updating PlayState
Removing old functionality Using EnemySpawner
Understanding the XML file
Looking at the file's contents
Pulling string data from XML
Building the Strings class Handling XML data Building the StringIDs class
Replacing strings
Updating MenuState Updating GameHUD
Updating LevelEndScreen Summary
7. Deploying to Multiple Platforms
Building for Flash
Deploying to the Web
Building for Windows Building for OS X Building for Android Building for iOS
Xcode setup Setting up a certificate Setting up an App ID Registering a device Creating a provisioning profile Running the game on iOS
Summary
8. What's Next?
Expanding the game
Level-based gameplay Power-ups and collectibles More enemies and bosses
Exploring advanced features
Gamepads Physics Tilemaps
Continuing on with learning resources
Haxe OpenFl HaxeFlixel Community resources
Summary
Index
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