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 — player paddle movement


First, we will create a new method called ControlPlayer.

  1. 1. This method will check for keyboard input and move the player paddle according to it. Add this method to the pongo class.

    Method ControlPlayer:Int()
    
  2. 2. When the player presses the up key, we are moving the player paddle by 5 pixels, upwards.

    If KeyDown(KEY_UP) Then 'check if UP key is pressed
    pY -= 5.0 'subtract 5 pixel from Y position
    

    As the paddle should stop at the top, we check if its Y position is less than 25 pixels away (paddle height is equal to 50 pixel) and set its Y position back to 25 pixels.

    If pY < 25.0 Then pY = 25.0 'Check against top wall
    Endif:Now we check if the DOWN key is pressed and move the paddle accordingly. Again, we check if it reaches the bottom wall.
    If KeyDown(KEY_DOWN) Then 'Check if DOWN key is pressed
    pY += 5.0 'Add 5 pixels to Y position
    If pY > 455.0 Then pY = 455.0 'Check against bottom wall
    Endif
    
  3. 3. Now, close the method.

    Return True
    End
    
  4. 4. To actually...