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 — detailing the OnRender method


We won't change the OnRender method in the game class. We will only change the background color and set the text of the FPS indicator to see how fast our game renders everything:

  1. 1. Add the optional parameters to the CLS statement, which defines a nice orange color background.

    Method OnRender:Int()
    Cls (255,155,0)
    
  2. 2. Then, set the text property of our txtFPS object with the current FPS value.

    txtFPS.SetText("FPS: "+eng.GetFPS())
    eng.Render()
    Return 0
    End
    

What just happened?

The OnRender method is done. We determine the current FPS value inside it, as Monkey is skipping rendering frames if OnUpdate is taking to long. Only here will you get the true FPS value in its traditional meaning.