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 — enhancing the OnObjectTouch method


Inside the OnObjectTouch method of the engine class, we want to start a new game when the PLAY or RESET button are hit. If the EXIT button was hit, we want to end the game. And if an atom element got hit, we want to start a chain reaction.

  1. 1. Insert a Select statement with a call to the object's GetTag method.

    Class engine Extends ftEngine
    Method OnObjectTouch:Int(obj:ftObject, touchId:Int)
    Select obj.GetTag()
    
  2. 2. Add a Case statement with the game's grpAtom constant. This identifies an atom element.

    Case g.grpAtom
    
  3. 3. Now, check if this object already has a transition going on.

    If obj.GetTransitionCount() = 0 Then
    
  4. 4. Create a new rotation transition by relative 90 degrees to its current angle and with a transition ID of 1. This ID needs to be set so that the OnObjectTransition method is called, once the transition is completed.

    obj.CreateTransRot(90,200, True,1)
    
  5. 5. Now, raise the game's collCount field by 1 and set the objects ID with a negative...