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 — refilling the tile map


  1. 1. Create a new method called FillTiles inside the game class.

    Method FillTiles:Int()
    
  2. 2. Add two local variables with the type BOOL. They will be used to determine if a row was filled.

    Local filled:Bool = False
    Local filled2:Bool = False
    
  3. 3. Start two FOR loops for the rows and the columns.

    For Local r:Int = rows To 1 Step -1
    For Local c:Int = columns To 1 Step -1
    
  4. 4. Set filled2 to False and check if the tile map is in the initial position (= -1).

    filled2 = False
    If tileMap[c-1][r-1] = -1 Then
    
  5. 5. If yes, then check if the current row is not the top one.

    If r > 1 Then
    
  6. 6. If yes, start another FOR loop going backwards to create a temporary row ranging from the current row minus one to one (the top row).

    For Local r2:Int = r-1 To 1 Step -1
    
  7. 7. Get the current object with a new method of the fantomEngine, called GetObjAt.

    Local obj:ftObject = layerGame.GetObjAt(c*64, r2*64)
    
  8. 8. If an object was found, check if it is not in transition.

    If obj <> Null And...