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

Summary


That was quite a chapter! And what did we learn? We created the game RocketCommander. During its development, we covered the following:

  • Lists: Storing objects inside lists, iterating through them, and removing objects from a list.

  • Lines and text: We learned how to draw lines, changed colors, and learnt how to draw text.

  • Collision detection: We talked about simple collision detection that calculates the distance between two points. Once you put a radius into the calculation, you have a simple circle-collision check.

That's all for this chapter, but not all for this book. If you have completed this chapter as well as the previous one, Chapter 2, Getting to Know your Monkey—a Trip to the Zoo, you have now a good background on how you can work with the features of Monkey. In the next chapter, we will make use of third-party modules, so we can type less. Remember, modules are nothing more than extra classes and functions that give you specific extra functionalities.