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 — implementing some rockets


Surely you know what you have to do now. Like all the other main objects we have created so far, each rocket will have its own class, which is located in its own file.

  1. 1. Create a new file and save it under the name rocketClass.monkey.

  2. 2. Start the script with the usual mumbo jumbo: Strict mode, importing gameClasses, and a global rockets list definition.

    Strict
    Import gameClasses
    Global rockets := New List<rocket>
    

    Just like with cities and launchers, we will have some wrapper functions. Let's start with the function to update all rockets.

  3. 3. Create the UpdateRockets function. There we loop through the rockets list and call the Update method of each rocket we find.

    Function UpdateRockets:Int()
    For Local rocket := Eachin rockets
    rocket.Update()
    Next
    Return True
    End
    

    The same goes for drawing the rockets on the canvas.

  4. 4. Add the function RenderRockets. Again, it loops through all rockets and calls the Render method.

    Function RenderRockets:Int...