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 — controlling the ball with the player's paddle


It's nice to see the ball bounce off the walls, but in a game of Pongo, you need to be able to control the ball with your paddle. So we will implement this now. Follow the given steps:

  1. 1. Let's start with the player paddle. We need a new method that checks the collision of the ball with the player's paddle. Create a new method called CheckPaddleCollP. Please note the return type is Boolean.

    Method CheckPaddleCollP:Bool()
    
  2. 2. Next, we want to check if the ball is close to the paddle regarding its X position.

    If bX > 625.0 Then
    
  3. 3. The next check will be if the ball's Y position is between minus 25 pixels and plus 25 pixels from the paddel's Y position. If yes, then return True from this method.

    If ((bY >= pY-25.0) and (bY <= pY+25.0)) Then
    Return True
    Endif
    
  4. 4. Now, close off the first If check, return False, because the ball didn't hit the paddle, and then close the method.

    Endif
    Return False
    End
    
  5. 5. Ok, now we need to call...