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 — check neighboring vertical tiles


To check the gems vertically, we will use a very similar method.

  1. 1. Just copy the previous method and make the changes according to the marked lines.

    Method CheckGemsY:Int(column:Int, row:Int, gem:Int, mark:Bool=False)
    Local found:Int = 0
    tileMap[column-1][row-1] = -1
    'Check gems on the top
    If row > 1 Then
    For Local r:Int = (row-1) To 1 Step -1
    If tileMap[column-1][r-1] <> gem Then Exit
    If mark Then
    tileMap[column-1][r-1] = 99
    Else
    found += 1
    Endif
    Next
    Endif
    'Check gems on the bottom
    If row < rows Then
    For Local r:Int = (row+1) To rows
    If tileMap[column-1][r-1] <> gem Then Exit
    If mark Then
    tileMap[column-1][r-1] = 99
    Else
    found += 1
    Endif
    Next
    Endif
    If mark Then
    tileMap[column-1][row-1] = 99
    Else
    tileMap[column-1][row-1] = gem
    Endif
    Return found
    End
    

What just happened?

You have created two methods that let you count and mark neighboring tiles/gems. We need these to determine the gems that are matching up in a row or column...