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 — spawning some shots


  1. 1. As always, create a new method. This time it is called SpawnPlayerShot.

    Method SpawnPlayerShot:Int()
    
  2. 2. We need to get the position that is 20 pixels in front of the ship. For this, we can use the GetVector method. It needs the distances and the angle from it, which will be the same as the ship's angle.

    Local ds:Float[] = player.GetVector(20, player.angle)
    
  3. 3. Create a local shot image from the sprite atlas.

    Local sht:ftObject = eng.CreateImage(atlas, 0,96,16,16, ds[0],ds[1])
    
  4. 4. Set the angle of the shot to the same as the ship.

    sht.SetAngle(player.angle)
    
  5. 5. Set the maximum speed to 25 and the actual speed to the player speed + 10.

    sht.SetMaxSpeed(25.0)
    sht.SetSpeed(player.speed+10.0)
    
  6. 6. Scale the object down to a half and let it wrap around the screen edges.

    sht.SetScale(0.5)
    sht.SetWrapScreen(True)
    
  7. 7. Reset the layer of the shot to layerGame.

    sht.SetLayer(layerGame)
    
  8. 8. Add an object timer with the ID tmObjRemove to remove the shot after 2500 milliseconds...