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 collision detection


Inside the OnObjectCollision method, we will remove tiles, and the ball, and will spawn some particle effects:

  1. 1. Check whether the collision group of obj2 is equal to grpEnemy. That means the ball collided with the enemy:

    Method OnObjectCollision:Int(obj1:ftObject, obj2:ftObject)
    If obj2.GetColGroup() = g.grpEnemy Then
    
  2. 2. Remove obj1, the ball:

    obj1.Remove()
    
  3. 3. Spawn a new particle emitter at the ball's position, with a time factor of 300 milliseconds and a kind flag of 1:

    g.SpawnEmitter(obj1.GetPosX(), obj1.GetPosY(), 300,1)
    
  4. 4. Play the explosion sound effect:

    g.sndExplo.Play()
    
  5. 5. Now, reduce the lifes variable of the game class:

    g.lifes -= 1
    
  6. 6. And create a new ball:

    g.CreateBall()
    Endif
    

    This was the check against enemy collisions. Now, we handle the tile set.

  7. 7. Check whether the collision group of obj2 is equal to grpTile:

    If obj2.GetColGroup() = g.grpTile Then
    

    We will do a very simple collision resolution. This means we will determine...