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

The game objects


The game will be composed of several objects. fantomEngine provides numerous objects that are suitable for our needs.

Layers

Separating the game in different layers helps organizing the drawing order of active sprites and also to blend them in when needed. The game will have the following layers:

  • The background layer

  • Game layer

  • Cloud layer

  • An info text layer

  • The title screen layer

The background layer will hold just the background image. We place it inside the background layer, because we will only do collision checks with objects inside the game layer. We will see the action happen in the game layer. It will hold the player, enemy plane, and also the bullets that are shot from the planes. The cloud layer will hold all the clouds that will float around. Information will be displayed inside the info text layer. It will hold several text objects that will display certain information, such as the player score. The title screen layer will be the starting point for the game. It will...