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 particle emitter class


Just like with the Enemy class, we will create the emitter class in one batch:

  1. 1. Add a new class to our script, called ParticleEmitter. Again, this one isn't extended from anything.

    Class ParticleEmitter
    
  2. 2. Add a field for the emitter position.

    Field xp:Float
    Field yp:Float
    
  3. 3. Now, insert a field for the time that is left for the emitter to create particles.

    Field timeLeft:Float
    
  4. 4. The last field in the data section is the kind field. Some particles will be colored, and so we need to tell the emitter to do that.

    Field kind:Int
    
  5. 5. The New constructor method will have the x and y positions as parameters. Also it will take the time factor and the kind flag as values.

    Method New(x:Float, y:Float, time:Int, knd:Int)
    
  6. 6. Set the calls fields with these values.

    timeLeft = time
    xp = x
    yp = y
    kind = knd
    
  7. 7. Close the method. Even in STRICT mode, our New method doesn't need a return value:

    End
    
  8. 8. Insert the Update method. The parameter will be a delta...