Building the enemy spawner

Now that we've gone over the data format, let's start implementing it. Luckily, the process to load and read this data is extremely easy due to functionality that Haxe provides. We're going to randomly choose which patterns of enemies to use, so there is still an element of chance to the game, but it will be far fairer.

Creating the enemy spawner class

To start, create a new class in the source folder named EnemySpawner. This class will extend FlxTypedGroup.

Here's what it should look like to start:

package;

import flixel.group.FlxTypedGroup;

class EnemySpawner extends FlxTypedGroup
{

  public function new(MaxSize:Int=0) 
  {
    super(MaxSize);

  }

}

Before moving on, we'll make a few tweaks. Update the extends section so that FlxTypedGroup ...

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