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 OnUpdate method


The OnUpdate method of the game class is responsible for calculating the delta time since the last frame and updating the game, depending on which mode it is in.

  1. 1. Start a Select statement on the game mode.

    Method OnUpdate:Int()
    Local d:Float = Float(eng.CalcDeltaTime())/60.0
    If isSuspended = False Then
    eng.Update(Float(d))
    Select gameMode
    
  2. 2. Check for the constant gmPlay.

    Case gmPlay
    
  3. 3. Start a touch check on the game layer to determine which gems are selected.

    If eng.TouchHit(0) Then
    eng.TouchCheck(layerGame)
    Endif
    
  4. 4. Check if there are no gems moving.

    If layerGame.GetObjTransCount()= 0 Then
    
  5. 5. Fill up empty slots with new gems.

    FillTiles()
    
  6. 6. Check if gems line up and clear them. Then, close the IF check.

    ClearGems()
    Endif
    
  7. 7. If the N key is pressed, reset the grid calling StartNewGame.

    If KeyHit(KEY_N) Then StartNewGame()
    
  8. 8. If the Esc key is pressed, show the menu layer.

    If KeyHit(KEY_ESCAPE) Then ShowMenu()
    
  9. 9. Update all the info text objects...