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 layer update events


In the OnUpdateLayer method, we want to update emitters and enemies. Also we want to check whether all tiles were removed and start the next level. If all lives of the player's ball are gone, we want to display the Game Over text. Follow the given steps:

  1. 1. Let's add a check to see if the layer parameter of the method is equal to layerGame.

    Method OnLayerUpdate:Int(layer:ftLayer)
    If layer = g.layerGame Then
    
  2. 2. Now, do a FOR EACHIN loop of the emitter list of the game class:

    For Local emitter := Eachin g.emitterList
    
  3. 3. Check whether a call to the emitter's Update method returns FALSE. We will use the engine's current delta time as a parameter for the emitter's Update call. If it is, then the emitter is done and we will remove it from the list:

    If emitter.Update(g.eng.GetDeltaTime()) = False Then
    g.emitterList.Remove(emitter)
    Endif
    Next
    
  4. 4. Next is a For EachIn loop through the enemy list of the game class:

    For Local enemy := Eachin g.enemyList
    
  5. 5...