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

The game objects


Like it was stated earlier, CometCrusher will feature a few game objects. Most of them won't be stationary and all behave differently in the game.

Each object will be created via a call to the CreateLayer, CreateImage, LoadSound, or LoadFont methods of fantomEngine.

So let's talk about them one by one.

Layers

The game will feature a few layers (groups). Each layer groups several objects. Thus, it makes sense to group objects that need to be handled together. The collision detection of fantomEngine will only work with objects that are in the same layer.

All layers are rendered in the order of their creation. The same goes for the corresponding objects in each layer, unless they are a child of an object.

For the game, we will have a few layers, as follows:

  • Background

  • Game

  • ParticleFX

  • UI

  • Title

  • High score list

Not every layer is visible at all times. For example, the high score list and the title are visible only when needed.

Background stars

The background of the game is composed of...