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 data structure


To store the data, we will enhance the game class with some fields and constants, as follows:

  1. 1. First, add two text objects that will display the scores of the player and the computer.

    Class game Extends App
    Field eng:engine
    Field isSuspended:Bool = False
    Field txtScore:ftObject
    Field txtScoreC:ftObject
    
  2. 2. Next, add two text objects that will display if the player wins or loses.

    Field txtYouWin:ftObject
    Field txtYouLoose:ftObject
    
  3. 3. The player plane and the enemy plane will be stored in separate objects.

    Field player:ftObject
    Field enemy:ftObject
    
  4. 4. The game font also has to be stored.

    Field font1:ftFont
    
  5. 5. Now, add five layers for the background, the game and clouds, and also the information and the title screen.

    Field layerBackground:ftLayer
    Field layerGame:ftLayer
    Field layerClouds:ftLayer
    Field layerInfo:ftLayer
    Field layerTitle:ftLayer
    
  6. 6. To hold all the sound effects, we need a sound object for each sound.

    Field sndHit:ftSound
    Field sndExplo...