By Silvia Domenech
Improve cross-platform cellular video games with Corona utilizing the Lua programming language! Corona is experiencing explosive progress between cellular online game builders, and this booklet will get you up to the mark on how you can use this flexible platform. You’ll use the Corona SDK to simplify online game programming and take a enjoyable, no-nonsense method of write and upload must-have gameplay good points. You’ll tips to create all of the gaming must haves: menus, sprites, circulation, standpoint and sound results, degrees, loading and saving, and online game physics. alongside the best way, you’ll find out about Corona’s API capabilities and construct 3 universal different types of cellular video games from scratch that could run at the iPhone, iPad, Kindle fireplace, corner colour, and all different Android smartphones and tablets.
Get a crash path in cross-platform cellular video game programming utilizing the Corona SDK. Corona, one of many simplest to exploit cellular gaming systems, makes this often-difficult method either speedy and simple to master.
Even in case you have little prior programming wisdom, you’ll suppose cozy as we commence with basics prior to development examples of the commonest types of video games out there at the present time. You’ll improve arcade, aspect scroller, and tower protection video games from begin to end, and Corona will immediately flip them into apps which could run on either iOS and Android units. those comprehensive apps can be utilized as ready-to-go frameworks to your personal destiny tasks. You’ll tips on how to write fresh, simply maintainable, simply expandable online game code, and to create on-line leaderboards on your video games. You’ll additionally tips on how to become profitable with video games: permitting in-app purchases and in-game advertisements in addition to the right way to get apps into the iTunes App shop, Google Play, and the Amazon Android Marketplace.
This e-book specializes in getting fast and potent effects. each web page teaches by way of instance and clarification, now not with summary lists of capabilities and variables. by the point you’re performed, you’ll have discovered so much of what there's to understand approximately cellular video game programming and concerning the Corona SDK.
Table of Contents:
The online game Loop.
Sprites and Movement.
Input and Menus.
Representing flow and Perspective.
Adding capturing, Collisions, and Power-Ups.
Displaying Maps and Sorting Depths.
Adding flow and synthetic Intelligence.
Loading and Saving.
Physics and Distribution.
Physics and the Accelerometer.
Publishing Our Apps.
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Extra info for Create Mobile Games with Corona Build with Lua on iOS and Android
This is how we indicate that the line is a comment and will not be processed by Corona. If you want to add notes to yourself within the code or just want to disable some function calls temporarily, you can add comments to do so. Variables and Functions Writing on the console is great, and functions like print() and others let us instruct the mobile device to do all kinds of things. But most of what goes on in a mobile game is more complicated than putting words on the screen. Functions give us a way to make our own complex lists of instructions, and variables will give us a way to hold the important information about our game world that our functions will use for decision making and important gameplay tasks.
Lua -- Run the function and print the variable's value checkHidingVariable( ) print( "After the function ends, the global ".. "hidingVariable is still = " .. hidingVariable ) -- Include the external file and print the value again require( "hidingvariable" ) print( "After including the external file, the global ".. "hidingVariable is still = " .. hidingVariable ) As you can see in Figure 9, Local and global variables, on page 25, local variables within a function mean that we’ll access that variable’s value, and using them in external files means that we won’t be able to read them.
Settings -- Change our game's frame rate to 30 or 60 (30 in this case) fps = 30, For this game, we’ll keep the value at 30, which is the default value if we don’t change anything. In any case, it’s a good idea to test both speeds to see the difference in a game. 6 What We Covered In this chapter, we covered how to create a game loop and event listeners, which are the fundamental frameworks that we’ll use to build all of the games in this book. We saw how a series of functions called from the game loop come together into something that players experience as a game.