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 — creating the general data structure of the game


If you don't have the mainClass.monkey file opened already, then please do so. We need to add to it now.

In RocketCommander, we will also use a finite-state, machine approach for the OnUpdate and OnRender methods.

  1. 1. Add the game states as constants into the RocketCommander class.

    Class RocketCommander Extends App
    Const gmMenu:Int = 1 'This mode shows the start menu
    Const gmPlay:Int = 2 'This mode shows the game playing
    Const gmGameOver:Int = 3 'This mode shows the game over message
    
  2. 2. Below the constants, add two fields to store the size of the canvas.

    Field cWidth:Int 'X size of the canvas
    Field cHeight:Int 'Y size of the canvas
    
  3. 3. Next will be a variable that stores the game mode. It will also be set to the initial mode.

    Field gameMode:Int = gmMenu
    
  4. 4. To store the game score, we need another field, called score. Easy, isn't it?

    Field score:Int = 0
    
  5. 5. The final fields in the data section will be a field for the level number,...