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 — acting on timer events


To act on timer events, we need to detail the OnObjectTimer method inside the engine class. We will set the ID of an object to positive once again, and then check for collisions of its child collision circles:

  1. 1. Check whether timerID is equal to g.tmObjSwitch.

    Method OnObjectTimer:Int(timerId:Int, obj:ftObject)
    If timerId = g.tmObjSwitch Then
    
  2. 2. Get the object's ID and store it locally in the id variable.

    Local id:Int = obj.GetID()
    
  3. 3. If id is negative, set it back to positive.

    If id < 0 Then obj.SetID(obj.GetID()*-1)
    
  4. 4. Start a For loop now, for every child collision circle of the object.

    For Local i:Int = 1 To obj.GetChildCount()
    
  5. 5. Do a collision check for each collision circle.

    g.eng.CollisionCheck(obj.GetChild(i))
    
  6. 6. Close the For loop and the If check.

    End
    Endif
    Return 0
    End
    End
    

What just happened?

Once a timer event got fired, we will do a collision check now for each child collision circle of an object. This reduces the number of collision checks...