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

Detailing the Update process


In both events of the RocketCommander class, OnUpdate and OnRender, we will use a finite state machine (FSM) approach.

If you don't know what a finite state machine is, here is a link to a nice explanation:

http://en.wikipedia.org/wiki/Finite-state_machine.

An FSM does different things at anyone time, depending on which mode it is in. Consider the OnUpdate method of a Monkey game. Let's say the mode is the 'start' of a new game. Through IF checks or SELECT statements, you would call different methods or functions, as compared to when the mode was set to 'play' the game.

And in our case, depending on our variable gameMode, we will call different methods. It is one way of controlling and also structuring code. So, spice it up a little!