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 OnObjectTimer method


The method OnObjectTimer in the engine class has two parameters. The timer ID and the object it is related to.

  1. 1. Inside the OnObjectTimer method, check if the timer ID equals g.tmObjRemove.

    Method OnObjectTimer:Int(timerId:Int, obj:ftObject)
    If timerId = g.tmObjRemove Then
    
  2. 2. Remove the object and close the IF check.

    obj.Remove()
    Endif
    
  3. 3. Check if timer ID is equal to g.tmShieldTime.

    If timerId = g.tmShieldTime Then
    
  4. 4. Deactivate the object.

    obj.SetActive(False)
    
  5. 5. Set the collision group of the player ship to g.grpPlayer again. Then, close the IF check.

    g.player.SetColGroup(g.grpPlayer)
    Endif
    Return
    End
    

What just happened?

We have created timers during the game. When these fire, the preceding method will determine the corresponding object and act on it accordingly.

Everything is under control—object update events

Every time an object gets updated, the OnObjectUpdate method is called automatically from the engine. So this is a great place to...