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 ball


As it can be destroyed by the enemy, we will wrap up its creation inside its own method. That makes this process reusable.

  1. 1. Insert the method CreateBall into our game class.

    Method CreateBall:Int ()
    
  2. 2. The ball is a field set inside the game class, so assign an image object to it through the CreateImage method. It will be placed in the lower center of the canvas:

    ball = eng.CreateImage(atlas,64,0,32,32,cw/2,ch-50)
    
  3. 3. Set its radius and scale:

    ball.SetRadius(16)
    ball.SetScale(1.5)
    
  4. 4. Now, set the friction property. Once in movement, we don't want it to move forever, but slow down once you don't tilt the device:

    ball.SetFriction(0.8)
    
  5. 5. Assign it to the game layer:

    ball.SetLayer(layerGame)
    
  6. 6. To detect a collision, set its collision group to grpBall, so that it can collide with the enemies and the tiles:

    ball.SetColGroup(grpBall)
    ball.SetColWith(grpEnemy, True)
    ball.SetColWith(grpTile, True)
    
  7. 7. Finally, set its maximum speed to 20, and close the method off...