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 — implementing some stars


We can use the following steps to implement some stars:

  1. 1. Create a method in the game class with the name CreateStars. It will have a parameter for the amount of starts to be created.

    Method CreateStars:Int (scount:Int)
    
  2. 2. Start a FOR loop from 1 to the amount of stars to be created.

    For Local i:Int = 1 To scount
    

    Now, create a local star object, which will be a subimage from the texture atlas which we have loaded before. For this, we utilize the CreateImage method of the fantomEngine. At the same time we position it. We could use DeviceWidth and DeviceHeight of Mojo, but fantomEngine can work with virtual canvas sizes so we will use its own canvas size fields.

  3. 3. Create a local star object and position it randomly over the total canvas.

    Local star:ftObject = eng.CreateImage(atlas, 16,112,16,16, Rn(0,eng.canvasWidth),Rnd(0,eng.canvasHeight))
    
  4. 4. Set its scale factor, angle, and also spinning speed.

    star.SetScale(Rnd(1,3)/10)
    star.SetAngle(Rnd(0,359)...