Haxe game development essentials create games on multiple platforms from a single codebase using Haxe and the HaxeFlixel engine

Create games on multiple platforms from a single codebase using Haxe and the HaxeFlixel engine About This Book 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...

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Detalles Bibliográficos
Otros Autores: McCurdy, Jeremy, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing 2015.
Edición:1st edition
Colección:Community experience distilled.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629671506719
Tabla de Contenidos:
  • Cover
  • Copyright
  • Credits
  • About the Author
  • Acknowledgements
  • About the Reviewers
  • www.PacktPub.com
  • Table of Contents
  • Preface
  • Chapter 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
  • Chapter 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
  • Chapter 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
  • Chapter 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
  • Chapter 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
  • Chapter 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
  • Chapter 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
  • Chapter 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.