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 — updating each object


Inside the OnObjectUpdate method, we will control the player machine. For this, we will check if the collision markers are set and act accordingly.

  1. 1. First, check whether the object is our player object.

    Method OnObjectUpdate:Int(obj:ftObject)
    If obj = g.player Then
    
  2. 2. Next, check that the object is not in some kind of transition. All movements will be made with transitions, so if there aren't any, it stands still.

    If obj.GetTransitionCount() = 0 Then
    
  3. 3. Set the object to be unanimated for now.

    obj.SetAnimated(False)
    
  4. 4. Check whether the UP arrow key on the keyboard, or the "UP" direction of the joypad on your controller, was pressed. Also check that the player doesn't run into a wall or whether a crate that the player pushes could run into another crate.

    If (KeyDown(KEY_UP) Or JoyDown(JOY_UP)) And g.hitWall = False And ((g.hitCrate<>Null And g.hitWall2 = False And g.hitCrate2=Null) Or g.hitCrate=Null) Then
    
  5. 5. Determine the vector position that...