Book Image

Monkey Game Development: Beginner's Guide

By : Michael Hartlef
Book Image

Monkey Game Development: Beginner's Guide

By: Michael Hartlef

Overview of this book

Monkey is a programming language and toolset that allows its user to develop modern 2D games easily for mobile and other platforms like iOS, Android, HTML5, FLASH, OSX, Windows and XNA. With Monkey you can create best selling games in a matter of weeks, instead of months.Monkey Game Development Beginner's Guide provides easy-to-follow step by step instructions on how to create eight different 2D games and how to deploy them to various platforms and markets. Learning about the structure of Monkey and how everything works together you will quickly create eight classical games and publish them to the modern app markets. Throughout the book you will learn important game development techniques like collision detection, handling player input with mouse, keyboard or touch events and creating challenging computer AI. The author explains how to emit particle effects, play sound and music files, use sprite sheets, load or save high-score tables and handle different device resolutions. Finally you will learn how to monetize your games so you can generate revenue.
Table of Contents (16 chapters)
Monkey Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
3
Game #2, Rocket Commander
4
Game #3, CometCrusher
5
Game #4, Chain Reaction
6
Game #5, Balls Out!
8
Game #7, Air Dogs 1942
9
Game #8, Treasure Chest

Time for action — adding some data fields


  1. 1. One of the elements of Pongo is the paddle, so we need to add fields to store its X and Y position at the beginning of the class definition. To add data fields we need to extend the pongo class.

    Class pongo Extends App
    Field pX:Float = 630.0 'X pos on the right side of the canvas
    Field pY:Float = 240.0 'Y pos in the middle of the canvas
    
  2. 2. Next will be the data fields for the ball. X/Y position and its X/Y speed.

    Field pX:Float = 240.0 'Y pos in the middle of the canvas
    Field bX:Float = 320.0 'X pos of the ball in the middle of canvas
    Field bY:Float = 240.0 'Y pos in the middle of the canvas
    Field bdX:Float = 3.5 'X speed of the ball
    Field bdY:Float = 1.5 'Y speed of the ball
    
  3. 3. For both enemy paddles, we need to add their data fields for the X/Y positions and the Y speed. We will use 1-dimension arrays for this.

    Field bdY_Float = 1.5 'Y speed of the ball
    Field eX:Float[] = [5.0, 55.0] 'X pos of both paddles
    Field eY:Float[] = [240.0, 240.0] 'Y...