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 — composing the background screen


In the background screen, you will see a grid for all the gems. On the right side of the grid, you will also see the current score displayed, along with the time which is remaining to play this game.

  1. 1. Insert a new method called CreateBackgroundScreen into the game class.

    Method CreateBackgroundScreen:Int ()
    
  2. 2. Set the default layer for this method.

    eng.SetDefaultLayer(layerBackground )
    
  3. 3. Start two new FOR loops—one for the rows (x) and one for the columns (y).

    For Local y:Int = 1 To rows
    For Local x:Int = 1 To columns
    

    In the next few pages, you will see the integer value 64 used many times. It is the length of the edge of all sprites that we will load.

  4. 4. Now, load the grid sprite from the atlas image. The position will be set depending on the x and y values. Close both FOR loops.

    Local obj := eng.CreateImage(atlas,0,0,64,64,x*64,y*64)
    Next
    Next
    
  5. 5. Next, add two text objects. One for the score and one for the time.

    Local tx1 := eng.CreateText...