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 collision detection


During the collision callback method, we will set the collision markers and objects, so that we can act on them during the OnObjectUpdate method.

  1. 1. Start with a Select statement on the first object's collision group.

    Method OnObjectCollision:Int(obj:ftObject, obj2:ftObject)
    Select obj.GetColGroup()
    
  2. 2. Check whether it is a wall.

    Case g.grpWall
    
  3. 3. If the second object is in the player's second collision zone (128 pixels away), then set g.hitWall2 to True. We do this by checking the collision group of the second object.

    If obj2.GetColGroup()=g.grpPlayer2 Then g.hitWall2=True
    
  4. 4. Now, check whether the second object is the first collision zone of the player (64 pixels away), and if yes, set g.hitWall to True.

    If obj2.GetColGroup()=g.grpPlayer Then g.hitWall=True
    
  5. 5. Check whether the first object is a crate.

    Case g.grpCrate
    
  6. 6. If the second object is the first collision zone of the player, then set g.hitCrate with the first object.

    If obj2.GetColGroup...