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

Using a game framework—the fantomEngine


In Chapter 3, Game #2, Rocket commander we have created every single class and function required for our game. Sometimes we also created duplicate functionality. For example, every object had its render method. This bloats up the code of the game but it was also good to understand the concept of a whole game.

To avoid redundant coding and make your life easier, you can and will use the fantomEngine game framework for this game.

The source code file, fantomEngine.monkey is included with this book, but for the most recent version visit: http://code.google.com/p/fantomengine/.

The fantomEngine features some classes (objects) for different functionalities, which are described as follows:

  • ftEngine: This is the main engine class

  • ftObject: An object that can be an image, text, circle, or a box

  • ftSound: This is to handle sound files

  • ftLayer: A layer groups several objects together to update, render, and check collisions

  • ftFont: This is a bitmap font...