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


Let's start modifying the game class.

  1. 1. Add a field to our engine class, the instance of the fantomEngine's ftEngine class.

    Field eng:engine
    
  2. 2. Next, we have fields to store different ftObject instances, which need to be accessible at any time.

    Field obj:ftObject 'A general object
    Field player:ftObject 'Holds the player ship object
    Field shield:ftObject 'the Shield of the player
    
  3. 3. To store different text information, we will need some objects for these as well.

    Field txtScore:ftObject 'Stores the game store info text
    Field txtLifes:ftObject 'The text info about the lifes left
    Field txtLevel:ftObject 'Shows which level we are in
    Field txtComets:ftObject 'Info about how many comets are left
    Field txtHighScore:ftObject[10] 'Score list(array) with 10 entries
    
  4. 4. Add a field that will hold the instance for our bitmap font.

    Field font1:ftFont
    
  5. 5. Now, we need several ftLayer class instances.

    Field layerBackGround:ftLayer 'Groups all background stars...