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 a shot


The following method will spawn a bullet that will be harmful for any plane that crosses its path.

  1. 1. Add the method SpawnShot to the game class. The parameter will be a plane object.

    Method SpawnShot:Int (plane:ftObject)
    
  2. 2. Check whether the plane is the player's or the enemy's. If it is the enemy's, then also check whether it can shoot. This is to make sure that it cannot shoot each frame.

    If (plane = enemy And canShoot = True) Or plane=player Then
    
  3. 3. Determine a vector that is located 40 pixels in front of the plane. That is the starting point for the bullet.

    Local vec:Float[] = plane.GetVector(40,0,True)
    
  4. 4. Create a local object that will be a bullet.

    Local s:ftObject = eng.CreateImage(atlas,128,64,12,16, vec[0],vec[1])
    
  5. 5. Set its angle to the plane's angle.

    s.SetAngle(plane.GetAngle())
    
  6. 6. Set its speed to 15 and ensure that it will wrap around the screen edges.

    s.SetSpeed(15)
    s.SetWrapScreen(True)
    
  7. 7. Next, set the collision group to grpShot.

    s.SetColGroup...