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 data structure


As always, we will place our data storage in the game class. You could also create these fields as global variables, but it is a better practice to encapsulate them inside a class, if you are mainly using an object-oriented coding style.

  1. 1. Let's add the field for our layers first. We don't need one for the background, as this is the default layer anyway.

    Class game Extends App
    Field eng:engine
    Field isSuspended:Bool = False
    Field layerGame:ftLayer
    Field layerTitle:ftLayer
    
  2. 2. Next, we will add an object that will store the info text about how many crates are left to be placed on targets.

    Field txtCrates:ftObject
    
  3. 3. To store the bitmap font, we need another field.

    Field font1:ftFont
    
  4. 4. The sprite sheet (atlas) will be stored inside its own field.

    Field atlas:Image
    
  5. 5. Now, we add two fields to store the number of total crates and how many are on a target.

    Field onTarget:Int = 0
    Field crateNum:Int=0
    
  6. 6. During collision checks, we need to check if we...