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 — acting on object update events


  1. 1. Inside the method we will check if the ball reaches the edges of the game field and change its speed values according to the accelerometer values. The OnObjectUpdate method gives you the object as a parameter.

    Method OnObjectUpdate:Int(obj:ftObject)
    
  2. 2. Perform a SELECT operation on the obj variable:

    Select obj
    
  3. 3. If the object is equal to the object in g.ball, it is our ball:

    Case g.ball
    
  4. 4. Now, check whether the ball reaches the top or bottom edge and whether its y speed value indicates that it is moving towards the corresponding edge:

    If (obj.yPos < obj.GetHeight()/2 And obj.GetSpeedY() < 0) Or (obj.yPos > (g.ch - obj.GetHeight()/2) And obj.GetSpeedY() > 0) Then
    
  5. 5. Reverse the Y speed factor so it will bounce off the edge. Also play the Hit sound effect:

    obj.SetSpeedY(-obj.GetSpeedY())
    g.sndHit.Play()
    Endif
    
  6. 6. Next, check whether the ball reaches the left or right edge and whether its speed x value indicates that it is moving...