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 — emitting the smoke


The method we have created to spawn smoke will be called once a plane gets hit. The more hits it takes, the higher the chance of emitting a smoke particle.

  1. 1. Create a new method called SpawnSmoke inside the game class. The parameters are the plane object and the number of hits.

    Method SpawnSmoke:Int(plane:ftObject, hits:Int)
    
  2. 2. Check whether a random number ranging from 0 to 100 will be greater than 100-hits times 10.

    If Rnd(0,100)>(100-hits*10) Then
    
  3. 3. If yes, set the default layer to layerGame.

    eng.SetDefaultLayer(layerGame)
    
  4. 4. Determine a vector that is located in the back of the plane. The distance is 20 pixels and the angle is calculated randomly taking the hits into account.

    Local vec:Float[] = plane.GetVector(20,180+Rnd(-10*hits,10*hits),True)
    
  5. 5. Randomly determine an x offset for the next CreateImage call from the sprite atlas. This is used to choose the smoke images randomly.

    Local xoff:Float = Int(Rnd(0,3))
    
  6. 6. Create a local image object that...