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 OnRender method


We can detail the OnRender method as follows:

  1. 1. We start by adding the Cls statement to clear the screen before we render anything.

    Method OnRender:Int()
    Cls
    
  2. 2. Next, call the Render method of the fantomEngine, which is stored inside the eng variable.

    eng.Render()
    Return 0
    End
    
  3. 3. Save the script again and now actually try to run it. You should see a basic black canvas in the browser.

What just happened?

With one simple call to the Render method of the fantomEngine, we have rendered every single object that was active and visible. By using this framework, you won't need to think about rendering your game objects anymore. Cool isn't it?