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 tiles


When we create the set of tiles, we want to place them inside a grid of three lines with five tiles in each. For this, we will create a new method:

  1. 1. Add the method CreateTitles to the game class.

    Method CreateTiles:Int()
    
  2. 2. To reset the tile count, which is needed to determine a new level, we set the variable TileCount to 0.

    TileCount = 0
    
  3. 3. Now create two FOR loops, one for the y position factor from 1 to 3 and one for the x position factor from one to five.

    For Local y:Int = 1 To 3
    For Local x:Int = 1 To 5
    
  4. 4. Create a local object through CreateImage. The position will be calculated as one-sixth of the canvas width times the x factor, and 80 times the y factor, plus 100. This will place the tiles equally over the top part of the screen.

    Local tile:ftObject = eng.CreateImage(atlas,96,0,32,32,cw/6*x,80*y+100)
    
  5. 5. Now, set the radius of the object to 16 pixels and its scale to factor 2.0.

    tile.SetRadius(16)
    tile.SetScale(2.0)
    
  6. 6. Assign it to the game layer...