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 OnObjectTransition method


Inside this method, we will only check for the transition ID, and if positive, we will delete the object.

Check whether the transition ID is equal to g.triDelete. If yes, then call the Remove method of the object.

Method OnObjectTransition:Int(transId:Int, obj:ftObject)
If transId = g.triDelete Then obj.Remove()
Return 0
End

What just happened?

With this method, you can now use a single line, to automatically delete an object once its transition is done. We use it when a particle has faded out or reached its maximum scale factor.

Controlling the player plane—acting on object update events

To control the player plane, you need to detail the OnObjectUpdate callback method of the engine class.