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 — acting on object timer events


To act on timer events, fantomEngine provides the OnObjectTimer method in the engine class. We need to modify it.

  1. 1. Modify the OnObjectTimer method in the engine class by adding a Select statement on timerId.

    Method OnObjectTimer:Int(timerId:Int, obj:ftObject)
    Select timerId
    
  2. 2. Check for the constant g.tmShowMenu. Here, we deal with the automatic switch from the title screen to the menu screen.

    Case g.tmShowMenu
    
  3. 3. Check if the game mode is g.gmTitle, and then activate the menu layer.

    If g.gameMode = g.gmTitle Then
    g.gameMode = g.gmMenu
    g.ActivateLayer(g.gameMode)
    Endif
    
  4. 4. Check for the constant g.tmObjRemove. Here, we deal with deleting the particle objects. After that, close the Select statement.

    Case g.tmObjRemove
    obj.Remove()
    End
    Return 0
    End
    

What just happened?

The OnObjectTimer method will take care of the title screen's switch to the menu screen and the removing of particles.

Touch me—acting on Touch checks

The text objects in the menu and...