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 — spawning some engine particle FX


  1. 1. Insert the SpawnPlayerEngine method into the game class.

    Method SpawnPlayerEngine:Int()
    
  2. 2. Determine the position 20 pixels right behind the ship with the GetVector method.

    Local d:Float[] = player.GetVector(20,180.0+player.angle)
    
  3. 3. Create a new object for the engine particle from the sprite atlas.

    obj = eng.CreateImage(atlas, 16,96,16,16, d[0],d[1])
    
  4. 4. Set the angle to the ship angle, scale it down to a half, and set the layer to layerFX.

    obj.SetAngle(player.angle)
    obj.SetScale(0.5)
    obj.SetLayer(layerFX)
    
  5. 5. To remove the trail after 100 milliseconds, call CreateObjTimer. After that, close that method.

    eng.CreateObjTimer(obj, tmObjRemove, 100)
    Return 0
    End
    

What just happened?

The method SpawnPlayerEngine creates a nice particle effect that reassembles the thrust of an engine. It also creates a timer for each particle so it will be removed after its lifetime.

And it goes boom—creating an explosion

Another source of eye candy would be the explosions...