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 player


To create the player machine, you will add a new method to the game class:

  1. 1. Now, add a new method called CreatePlayer.

    Method CreatePlayer:Int ()
    

    The player is an animated image made up from three frames. If you study the images closely, you will see that the tracks are animated.

  2. 2. Load the animated image into the player field.

    player = eng.CreateAnimImage(atlas,0,128,64,64,3, plStPos[0],plStPos[1])
    
  3. 3. Set the animation speed for each frame to 1.

    player.SetAnimTime(1)
    

    To check if the player machine runs into crates or walls, we will need two collision zone boxes.

  4. 4. Create a new collision zone box, that is, place 64 pixels in front of the player machine.

    Local obj:=eng.CreateZoneBox(10,10,plStPos[0],plStPos[1]-64.0)
    
  5. 5. Set the parent of the box to the player. Also set the collision group to grpPlayer.

    obj.SetParent(player)
    obj.SetColGroup(grpPlayer)
    

    You will need another collision zone so you can still check if there is a wall when the machine pushes...