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 enemy class


We will create this class in one batch, including data section, update, and constructor methods:

  1. 1. Create a new class called Enemy. It won't be extended from anything.

    Class Enemy
    
  2. 2. As we need a reference to the actual fantomEngine object, we will need a field to store it inside the class:

    Field enemyObj:ftObject = Null
    
  3. 3. Now, add a stack for the path. The path is made of single 2D vectors, which are from a new object type of the fantomEngine called ftVec2D:

    Field pathStack:= New Stack<ftVec2D>
    
  4. 4. Next, add a New constructor method, with the initial enemy position and the number of path nodes to be created as parameters:

    Method New(x:Float, y:Float, pathCount:Int)
    
  5. 5. Create an image object and assign it to the previous enemyObj field that we have added before:

    enemyObj = g.eng.CreateImage(g.atlas,0,0,64,64, x , y)
    
  6. 6. Our enemies are bigger, so set the radius to 32, and then assign it to the game layer:

    enemyObj.SetRadius(32)
    enemyObj.SetLayer...