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 a StartNewGame method


In this method, make use of the CreateAtomElements method that we have built before:

  1. 1. In the game class, add a new method called StartNewGame.

    Method StartNewGame:Int()
    
  2. 2. First, set the game score to 0.

    score = 0
    
  3. 3. Next, deactivate the title layer. Because of this, it won't be rendered and doesn't act on touch hits from the user.

    layerTitle.SetActive(False)
    
  4. 4. Now, remove all objects from the game layer (if there are any).

    layerGame.RemoveAllObjects()
    
  5. 5. Set the collCount field to 0. This will be used as an increasing ID for collision checks.

    collCount = 0
    
  6. 6. Finally, call the method that will create the grids of atom elements.

    CreateAtomElements()
    
  7. 7. The last step is to set the game mode to gmPlay and close this method:

    gameMode = gmPlay
    Return 0
    End
    

What just happened?

We have created a method that let us (re)start the game at any time. It takes care of all fields that need to be set to zero and removes any existing atom elements from the...