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 — detailing the OnObjectTransition method


The OnObjectTransition method is called whenever a transition finishes and this transition had an ID assigned to it. So we will need to act on it:

  1. 1. First, perform a SELECT operation on the transition ID.

    Method OnObjectTransition:Int(transId:Int, obj:ftObject)
    Select transId
    
  2. 2. Check against the tidParticle constant. If it is, the particle needs to be removed. Call the object's Remove method to do this:

    Case g.tidParticle
    obj.Remove()
    
  3. 3. Check against the tidGameOver constant. If it is, activate the title layer:

    Case g.tidGameOver
    g.layerTitle.SetActive(True)
    
  4. 4. Make the Game Over text invisible and scale it back to 1.0:

    g.txtGameOver.SetVisible(False)
    g.txtGameOver.SetScale(1.0)
    
  5. 5. Set the game mode to gmMenu and end the SELECT statement:

    g.gameMode = g.gmMenu
    End
    Return 0
    End
    

What just happened?

The code in the OnObjectMethod made sure that we removed the particles once they reached their destination and also switched the game back...