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 — clearing the tile map


The following method will search through the tile map. If a slot is filled with the value 99 that means the corresponding tile needs to be deleted.

  1. 1. Insert a method header named ClearGems into the game class.

    Method ClearGems:Int()
    
  2. 2. Start two FOR loops, one for the rows and one for the columns.

    For Local r:Int = 1 To rows
    For Local c:Int = 1 To columns
    
  3. 3. Check if the tile map contains the value 99.

    If tileMap[c-1][r-1] = 99 Then
    
  4. 4. If yes, initialize the slot.

    tileMap[c-1][r-1] = -1
    
  5. 5. Next, perform a touch check. The current number of columns and rows has each to be multiplied by 64 (the image width). The ID is set to 99.

    layerGame.TouchCheck(c*64.0, r*64.0, 99)
    

    I'm sure you wondering why we use a touch check. Later, in the engine class, we will check inside the OnObjectTouch method for this ID and then remove the object.

  6. 6. Close the IF check, both FOR loops, and the method.

    Endif
    Next
    Next
    Return 0
    End
    

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