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 clouds


The clouds will come in different sizes and shapes. The shapes are chosen randomly from the sprite sheet by the method of creation, as follows:

  1. 1. Insert the method CreateClouds into the game class.

    Method CreateClouds:Int()
    
  2. 2. As we will be creating several clouds, create a local object variable.

    Local obj:ftObject
    
  3. 3. To calculate the shape, add a local shape variable of the type FLOAT.

    Local shape:Float
    
  4. 4. Set the cloud layer as the default layer; all new objects, from now on, will be assigned to it.

    eng.SetDefaultLayer(layerClouds)
    
  5. 5. We want ten clouds. Start a FOR loop ranging from 1 to 10.

    For Local i:Int = 1 To 10
    
  6. 6. To determine the cloud shape, we need a random number ranging from 0 to 100.

    shape = Rnd(100.0)
    
  7. 7. Check if shape is less or equal to 20. If yes, then load one cloud shape from the sprite atlas. Place it randomly on the canvas.

    If shape <= 20.0 Then
    obj = eng.CreateImage(atlas,128,0,64,64,Rnd(10,cw-10),Rnd(10,ch-10))
    
  8. 8. If shape is greater...