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 — creating the data structure


  1. 1. To store the relevant fields, we will create fields again in our main class, called game.

  2. 2. The game class already has fields for the instance of the engine class and a field that will store if the app is suspended or not.

    Class game Extends App
    Field eng:engine
    Field isSuspended:Bool = False
    
  3. 3. Next, add fields to store text objects for storing the game score, Game Over text, and the FPS indicator.

    Field txtScore:ftObject
    Field txtGameOver:ftObject
    Field txtFPS:ftObject
    
  4. 4. Our game ball will be a separate object and so are the fonts, which we will be using for our in-game text objects.

    Field ball:ftObject
    Field font1:ftFont
    
  5. 5. Later on, we will create two classes for particle emitters and the enemies that will hunt you down in the game. To store these, we will use lists.

  6. 6. Add fields for lists based on the Enemy class and the ParticleEmitter class.

    Field enemyList:=New List<Enemy>
    Field emitterList:=New List<ParticleEmitter>
    
  7. 7...