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 data structure


To store data in Treasure chest, we will add some fields to the game class.

  1. 1. First, start with two FLOAT variables, which will hold the size of the canvas.

    Class game Extends App
    Field eng:engine
    Field isSuspended:Bool = False
    Field cw:Float
    Field ch:Float
    
  2. 2. Next, add a field to store the mode of the game. Initialize it with a constant, which we will define shortly.

    Field gameMode:Int = gmTitle
    
  3. 3. During the game, we need to measure how much time is left. For this, we need a field for minutes and one for seconds.

    Field minutes:Int
    Field seconds:Int
    
  4. 4. When a game begins, we need to store the time in milliseconds, to check when it will end.

    Field endTime:Int
    
  5. 5. Add a field for the game score.

    Field score:Int = 0
    
  6. 6. The time for one round will be stored as well. It is initialized to 2000 milliseconds. This makes it easy for testing.

    Field gameTime:Int = (1000*60*2)
    
  7. 7. Next, add two fields to define the size of our game grid.

    Field rows:Int = 6
    Field...