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Jeremy McCurdy [Jeremy McCurdy] - Haxe Game Development Essentials

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Jeremy McCurdy [Jeremy McCurdy] Haxe Game Development Essentials

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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 your workflow with OpenFL and HaxeFlixel using this useful and compact guide

Who This Book Is 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 isnt 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

In Detail

Haxe is a powerful and high-level multi-platform language thats 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 youve 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.

Style and approach

Since this book is aimed at people who have worked on games before, this book is written in a way that will get you quickly up to speed with a new set of tools, but will still be accessible for less experienced developers. Each chapter covers an essential milestone in building a game from start to finish. The chapters move in a logical fashion, starting with the basics of Haxe development and ending with preparing a game for deployment.

Downloading the example code for this book. You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the code file.

Jeremy McCurdy [Jeremy McCurdy]: author's other books


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Index
A
  • access modifiers
    • private /
    • public /
    • static /
    • inline /
  • advanced features
    • exploring /
    • gamepads /
    • Physics /
    • Tilemaps /
  • Android
    • about /
  • Apple developer account
    • URL /
  • Apple developer site
    • URL /
  • assets
    • adding /
    • default state, changing /
  • audio folder
    • about /
    • music_fanfare /
    • music_ingame /
    • sound_whoosh /
    • sound_click /
    • sound_damage /
    • sound_explosion1 /
    • sound_explosion2 /
    • sound_shoot /
B
  • background
    • adding /
  • basic UI
    • adding /
C
  • community resources
    • about /
D
  • data folder
    • movementPatterns.json /
    • strings.xml /
  • data types
    • Bool /
    • Float /
    • Int /
    • String /
    • Array /
    • Map /
    • Dynamic /
    • Void /
    • null /
E
  • end screen, creating
    • about /
    • end screen class, creating /
    • variables, adding /
    • background, adding /
    • score text, adding /
  • enemies
    • updating /
    • imports, adding /
    • variables, adding /
    • animation, adding /
    • spawn position, resetting /
    • onSpawn function, updating /
    • death functionality, adding /
    • spawning /
  • enemies, creating
    • about /
    • enemy class, creating /
    • variables, adding /
    • display, setting up /
    • spawn timer, creating /
  • enemy spawner
    • building /
    • class, creating /
    • imports, adding /
    • variables, adding /
    • JSON data, parsing /
    • pool, populating /
  • explosion effects
    • creating /
    • Explosion line /
    • Explosion bulb /
    • smoke particle effect /
    • class, creating /
    • imports, adding /
    • variables, creating /
    • Texture Packer data, setting up /
    • sprites, adding /
    • particle emitter, creating /
    • everything, adding to group /
    • explosion sequence, starting /
    • explosion bulb, displaying /
    • smoke, displaying /
    • animation, completing /
    • object pooling, preparing for /
F
  • Flash
    • about /
    • reference /
    • debugging /
  • FlashDevelop
    • about /
G
  • game
    • running, on iOS /
    • expanding /
    • level-based gameplay /
    • power-ups /
    • collectibles /
    • enemies /
    • bosses /
  • game, building for Android
    • about /
  • game, building for Flash
    • about /
    • deploying, to Web /
  • game, building for iOS
    • about /
    • Xcode setup /
    • certificate, setting up /
    • App ID, setting up /
    • provisioning profile, creating /
  • game, building for OS X
    • about /
  • game, building for Windows
    • about /
  • gameplay sounds
    • adding /
    • variables, creating /
    • functions, creating /
    • playback functions, calling /
  • game timer, implementing
    • about /
    • end screen, importing /
    • variables, adding /
    • level timer, creating /
    • timer callback function, creating /
H
  • Haxe
    • about /
    • OpenFL /
    • Flixel /
    • installation /
    • IDE, setting up /
    • target platforms, setting up /
    • Hello World project /
  • HaxeFlixel
    • about /
    • features /
    • installing /
  • HaxeFlixel project
    • setting up /
    • creating /
    • anatomy /
    • settings, changing /
    • assets, adding /
  • Haxe syntax
    • about /
    • data types /
    • structures /
    • operators /
    • access modifiers /
    • variables /
    • functions /
    • for loops /
    • classes /
  • health display
    • updating /
    • hearts, changing /
  • Hello World project
    • about /
    • creating /
    • running /
    • assets, copying /
    • modifying /
I
  • instances, of enemies
    • creating /
    • new imports, adding /
    • variables, adding /
    • mouse events, adding /
  • iOS
    • about /
    • game, running on /
J
  • JSON
    • versus XML /
  • JSON configuration file
    • adding, to projects /
    • data folder, creating /
    • about /
    • simple example /
    • JSON format /
L
  • level
    • restarting /
  • level end screen
    • updating /
    • imports, adding /
    • variables, adding /
    • housekeeping /
    • group, adding /
    • window, setting up /
    • scores, adding /
    • play again button, adding /
    • best score sprite, displaying /
    • animation sequence, creating /
M
  • menu sounds
    • adding /
    • playback functions, creating /
    • playback functions, calling /
  • movement patterns, adding to enemies
    • about /
    • imports, adding /
    • variables, adding /
    • old functionality, removing /
    • startPattern function, creating /
    • onSpawn, updating /
    • resetSpawn, updating /
  • movementPoints array /
  • movementSpeed variable /
  • music
    • adding /
    • playback functions, creating /
    • playback functions, calling /
  • muzzle flashes
    • creating /
    • flash /
    • rings /
    • class, creating /
    • imports, adding /
    • variables, creating /
    • sprites, adding /
    • flash, playing /
    • rings, displaying /
N
  • new game HUD, adding
    • about /
    • imports, adding /
    • variables, adding /
    • housekeeping /
    • HUD, adding /
  • new game HUD, creating
    • about /
    • GameHUD class, creating /
    • imports, adding /
    • variables, adding /
    • laying out /
    • score, changing /
O
  • object pooling
    • defining /
  • OpenFL
    • about /
    • installing /
  • operators
    • addition operator /
    • subtraction operator /
    • multiplication operator /
    • increment operator /
    • decrement operator /
    • assignment operator /
    • equivalence operator /
    • less than operator /
    • greater than operator /
    • less than or equal to operator /
    • greater than or equal to operator /
  • OS X
    • about /
P
  • player character
    • creating /
    • class, creating /
    • imports, adding /
    • variables, creating /
    • animation, adding /
    • projectile pool, creating /
    • muzzle flash, creating /
    • shoot timer, starting /
    • projectiles, shooting /
    • player input, handling /
    • movement functions, building /
    • player death, handling /
  • PlayState
    • defining /
    • imports, adding /
    • variables, adding /
    • things, removing /
    • scrolling backdrop, adding /
    • player, creating /
    • player, adding /
    • explosion object pool, creating /
    • enemies, killing /
    • score, updating /
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