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...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing
2015.
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Edición: | 1st edition |
Colección: | Community experience distilled.
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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.