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 — detailing the OnLayerUpdate method


The OnLayerUpdate method has the layer as a parameter.

  1. 1. Check if the layer is equal to g.layerGame.

    Method OnLayerUpdate:Int(layer:ftLayer)
    If layer = g.layerGame Then
    
  2. 2. Check if g.lifes are equal to or below 0.

    If g.lifes <= 0 Then 'GameOVER
    
  3. 3. Set gameMode to g.gmGameOver.

    g.gameMode = g.gmGameOver
    
  4. 4. Activate the layer g.layerTitle.

    g.layerTitle.SetActive(True)
    
  5. 5. Add g.score to the high score list of the engine.

    g.eng.scoreList.AddScore(g.score,"---")
    
  6. 6. Deactivate the player object.

    g.player.SetActive(False)
    
  7. 7. Remove all particle objects and all remaining comets using their ID values.

    g.layerFX.RemoveAllObjects()
    layer.RemoveAllObjectsByID(g.grpComet)
    
  8. 8. Save the high score list via g.SaveHighScore. Then Return from the method.

    g.SaveHighScore()
    Return 0
    Endif
    
  9. 9. Check if all comets are destroyed and g.gameMode still equals g.gmPlay.

    'All comets destroyed-> next level
    If g.cometCount <= 0 And g.gameMode = g.gmPlay Then
    
  10. 10. Activate...