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 bomb class


To create the bomb class, we will follow the ensuing steps:

  1. 1. Open an empty script and save it under the name bombClass.monkey.

  2. 2. As always, switch into Strict mode, import gameClasses, and create a global list that holds all instances of the bomb class.

    Strict
    Import gameClasses
    Global bombs := New List<bomb>
    

    For one last time, we will add a few wrapper functions, which we then can add to the mainClass.monkey file, later on.

  3. 3. Add functions to create, update, render, remove, and count bombs.

    Function UpdateBombs:Int()
    For Local bomb := Eachin bombs
    bomb.Update()
    Next
    Return True
    End
    Function RenderBombs:Int()
    For Local bomb := Eachin bombs
    bomb.Render()
    Next
    Return True
    End
    Function CreateBomb:Int()
    Local b:bomb = New bomb
    b.Init()
    bombs.AddLast(b)
    Return True
    End
    Function RemoveBombs:Int()
    bombs.Clear()
    Return True
    End
    Function GetBombsCount:Int()
    Return bombs.Count()
    End
    

    Now, define the actual bomb class.

  4. 4. Create a class called bomb.

    Class...