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 buttons


As we have several buttons in the game, we will add a method to the game class that will set up a button for us:

  1. 1. Insert the CreateButton method into the game class. Its parameters are the button width and height, its position, layer and an ID.

    Method CreateButton:Int (width:Int, height:Int, xp:Int, yp:Int, id:Int, layer:ftLayer)
    
  2. 2. Create a new ZoneBox via the CreateZoneBox statement.

    Local but:ftObject = eng.CreateZoneBox(width, height, xp, yp)
    
  3. 3. To identify the button, later in the OnObjTouch event of the engine, we will set the tag property of the object with the ID.

    but.SetTag(id)
    
  4. 4. Now, set the touch mode (collision detection) to use the bounding box.

    but.SetTouchMode(2)
    
  5. 5. Lastly, set the layer and then close the method

    but.SetLayer(layer)
    Return 0
    End
    

What just happened?

Since we need to create several buttons in the game, we have created a method that will set them up for us. Later on, we can use the TouchCheck method to determine if a button was...