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 — finalizing the OnCreate method


Inside the OnCreate method, we will set the virtual canvas size and set up the layers and the title screen. Also, we will create the objects that will use the default layers for the game background.

  1. 1. Set the virtual canvas size to 800x600. By setting it, you will make sure that the game canvas will be the same size, no matter what resolution the Xbox 360 runs on.

    Method OnCreate:Int()
    SetUpdateRate(60)
    eng = New engine
    eng.SetCanvasSize(800,600)
    
  2. 2. Now, load the tile set and store it inside the atlas field.

    atlas = LoadImage("atd_tiles.png")
    
  3. 3. The same goes for the bitmap font. Load it, and store the reference.

    font1 = eng.LoadFont("atd_font")
    
  4. 4. Now, make a call to the method that will create all the needed layers.

    CreateLayers()
    

    Remember, we only created new layers. The default layer is still the active one, so every object that is created now will be assigned to the default layer.

  5. 5. Add a text object that will display the number of crates...