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 — moving the ball


Moving the ball is as simple as moving the paddles, as you will see.

  1. 1. For updating the ball's position, you need to create a new method called UpdateBall. At first, we will update the ball's X and Y position:

    Method UpdateBall:Int()
    bX += bdX 'Add the X speed of the ball to its X position
    bY += bdY 'Add the Y speed of the ball to its Y position
    

    We could end here, but then the ball would not bounce of the walls and would just disappear in nowhere land.

  2. 2. Add a check if the ball hits the top wall and reacts to it.

    If bY < 10.0 then
    bY = 10.0 'Set the Y position back to 10.0
    bdY *= -1 'Inverse the balls Y speed
    Endif
    
  3. 3. Next, check if the ball hits the bottom wall and, again, reacts to it.

    If bY > 470.0 then
    bY = 470.0 'Set the Y position back to 470.0
    bdY *= -1 'Inverse the balls Y speed
    Endif
    
  4. 4. Now, check against the left wall. If it hits it, add a point to the player's points.

    If bX < 5.0 then
    bX = 5.0 'Set the X position back to 5.0
    bdX *= ...