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 data structure


The following modifications have to be made to the game class:

  1. 1. Insert the eng field, which will store the instance of the engine class.

    Field eng:engine
    
  2. 2. Now, add a general object called obj. We will use this field during game setup.

    Field obj:ftObject
    
  3. 3. To display some text in the game, we need one object for the game score and one to display the FPS value we have talked about previously.

    Field txtScore:ftObject
    Field txtFPS:ftObject
    
  4. 4. We will use a bitmap font in the game and store this font inside the font1 object.

    Field font1:ftFont
    
  5. 5. Next, add the three layers for the background, the game itself, and the title screen.

    Field layerBackGround:ftLayer
    Field layerGame:ftLayer
    Field layerTitle:ftLayer
    
  6. 6. For the only sound effect in the game , we need a sound object called sndBing.

    Field sndBing:ftSound
    
  7. 7. Now, add the atlas field to store the sprite sheet for the atom elements.

    Field atlas:Image
    
  8. 8. Usually a game has a score and so does Chain...