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 heart of the game - the engine class


The engine class is the heart of the game. fantomEngine supports several callback methods which it calls automatically when certain things happen. For an example, a collision check was successful, a touch check to an object was positive, and so on.

What are transitions?

In the OnObjectTouch method, you will use transitions. Hmm What are they, you might ask. A transition of an object is an automatic change of the position, angle, size, color, or alpha value, over a defined period of time.

For example, you tell the engine to move an object to a certain point within 2000 milliseconds and forget about it. The engine will do that automatically for you. If you had set a transition ID when you created one, the engine will call the OnObjectTransition method after the former transition is finished. Very convenient, isn't it?

Touch me — acting on touch hits

Remember that we have set some objects to be touchable and did some touch checks on the title, game, and...