
Corona SDK Mobile Game Development- Second Edition
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- Load images and add a background image to your games
- Apply more functionality to your game using more APIs
- Use sprite sheets and create more complex game logic for the game
- Track your data and save the scores of your games
- Make your game socially aware by sharing messages and scores on Facebook and Twitter
Who this book is for
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contacted on 10 may '16
Inhalt
- Intro
- Corona SDK Mobile Game Development Beginner's Guide Second Edition
- Table of Contents
- Corona SDK Mobile Game Development Beginner's Guide Second Edition
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files, eBooks, discount offers, and more
- Why subscribe?
- Free access for Packt account holders
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Sections
- Time for action - heading
- What just happened?
- Pop quiz - heading
- Have a go hero - heading
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Downloading the color images of this book
- Errata
- Piracy
- Questions
- 1. Getting Started with Corona SDK
- Downloading and installing Corona
- Time for action - setting up and activating Corona on Mac OS X
- What just happened?
- Time for action - setting up and activating Corona on Windows
- What just happened?
- Using the simulator on Mac and Windows
- Time for action - viewing a sample project in the simulator
- What just happened?
- Have a go hero - use a different device shell
- Choosing a text editor
- Developing on devices
- Time for action - downloading and installing Xcode
- What just happened?
- Time for action - creating a Hello World application in two lines of code
- Time for action - modifying our application
- Time for action - applying a new font name to our application
- What just happened?
- Have a go hero - adding more text objects
- Testing our application on an iOS device
- Time for action - obtaining the iOS developer certificate
- What just happened?
- Adding iOS devices
- Xcode
- iTunes
- Time for action - adding/registering your iOS device
- Time for action - creating an App ID
- What just happened?
- Provisioning profiles
- Time for action - creating a provisioning profile
- What just happened?
- Application icon
- Creating the Hello World build for iOS
- Time for action - creating an iOS build
- What just happened?
- Time for action - loading an app on your iOS device
- What just happened?
- Testing our application on an Android device
- Creating the Hello World build for Android
- Time for action - creating an Android build
- What just happened?
- Time for action - loading an app on your Android device
- What just happened?
- Pop quiz - understanding Corona
- Summary
- 2. Lua Crash Course and the Corona Framework
- Lua to the rescue
- Valuable variables
- Global variables
- Local variables
- Table fields (properties)
- Assignment conventions
- Types of values
- Time for action - printing values using blocks
- What just happened?
- Expressions
- Arithmetic operators
- Relational operators
- Logical operators
- Concatenation
- The length operator
- Precedence
- Strings
- Quoting strings
- Time for action - getting our hands full of strings
- What just happened?
- Have a go hero - pulling some more strings
- Tables
- Passing a table as an array
- Altering contents in a table
- Populating a table
- Objects
- Display objects
- Display properties
- Object methods
- Images
- Loading an image
- Image autoscaling
- Time for action - placing images on screen
- What just happened?
- Have a go hero - adjusting display object properties
- Runtime configuration
- Dynamic content scaling
- Dynamic content alignment
- Dynamic image resolution
- Frame rate control
- Time for action - scaling display objects on multiple devices
- What just happened?
- Dynamic resolution images
- Time for some shapes
- Applying stroke width, fill color, and stroke color
- Text, text, text
- Applying color and string value
- What are functions?
- Defining a function
- More display functions
- Content size properties
- Optimize your workflow
- Use memory efficiently
- Optimize your display images
- Pop quiz - basics of Lua
- Summary
- 3. Building Our First Game - Breakout
- Breakout - bringing back old-school gaming
- Understanding the Corona physics API
- Setting up the physics world
- Starting, pausing, and stopping the physics engine
- physics.setGravity
- physics.getGravity
- Tilt-based gravity
- physics.setScale
- physics.setDrawMode
- physics.setPositionIterations
- physics.setVelocityIterations
- Configuring the application
- Build configuration
- Time for action - adding the build.settings file
- What just happened?
- Dynamic scaling
- Time for action - adding the config.lua file
- What just happened?
- Building the application
- Displaying groups
- display.newGroup()
- Working with system functions
- system.getInfo()
- system.setAccelerometerInterval()
- Time for action - creating variables for the game
- What just happened?
- Understanding events and listeners
- Register events
- Runtime events
- enterFrame
- Accelerometer
- Touch events
- Touch (single touch)
- tap
- Transitions
- Creating menu screens
- Time for action - adding the main menu screen
- What just happened?
- Have a go hero - creating a help screen
- Creating the game play scene
- Time for action - adding game objects
- What just happened?
- Time for action - building bricks
- What just happened?
- Have a go hero - focused platform gaming
- Red alert!
- Time for action - displaying game messages
- What just happened?
- Pop quiz - building a game
- Summary
- 4. Game Controls
- Moving in the up direction
- Let's get even more physical
- physics.addBody()
- Time for action - starting physics for the paddle and ball
- What just happened?
- Paddle movement
- Time for action - dragging the paddle in the simulator
- What just happened?
- Time for action - moving the paddle with the accelerometer
- What just happened?
- Ball collision with the paddle
- Time for action - making the ball bounce against the paddle
- What just happened?
- Removing objects from the scene
- Variable references
- Brick by brick
- Time for action - removing the bricks
- What just happened?
- Directional changes
- Time for action - updating the ball
- What just happened?
- Transitioning levels
- Time for action - resetting and changing levels
- What just happened?
- Have a go hero -add more levels
- You win some, you lose some
- Time for action -making win and lose conditions
- What just happened?
- Activating event listeners
- Collision events
- Global collision listeners
- Local collision listeners
- Time for action - adding game listeners
- What just happened?
- Have a go hero - let's turn everything upside down
- The results are in!
- Pop quiz - working with game controls
- Summary
- 5. Animating Our Game
- Panda Star Catcher
- Let's get everything moving
- Transitions
- Easing
- The value of timed functions
- Timers
- What are image sheets?
- It's sprite mania!
- Image sheet API
- Game time!
- Time for action - setting up the variables
- What just happened?
- Let's start the round
- Time for action - starting the game
- What just happened?
- Poof! Be gone!
- Time for action - reloading the panda on the stage
- What just happened?
- Earning some points
- Time for action - tracking the score
- What just happened?
- When the game ends
- Time for action - displaying the game over screen
- What just happened?
- Background display
- Time for action - adding the background elements
- What just happened?
- Heads up!
- Time for action - displaying the timer and score
- What just happened?
- Time after time
- Time for action - setting up the timer
- What just happened?
- It's so glowy
- Time for action - making the power shot
- What just happened?
- Pandas!
- Time for action - creating the panda character
- What just happened?
- Starry skies
- Time for action - creating star collisions
- What just happened?
- Have a go hero - tracking the star count
- Screen touches
- Time for action - launching the panda
- What just happened?
- Organizing display objects
- Time for action - reordering layers
- What just happened?
- Creating stars
- Time for action - creating stars in the level
- What just happened?
- Starting the game
- Time for action - initializing the game
- What just happened?
- Pop quiz - animating graphics
- Summary
- 6. Playing Sounds and Music
- Corona audio system
- Sound formats
- Sound filename limitations on Android
- Mono sounds at their best
- Maximum number of simultaneous channels
- Time to play
- audio.loadSound()
- audio.loadStream()
- audio.play()
- Looping
- Simultaneous playback
- Time for action - playing audio
- What just happened?
- Have a go hero - repeating audio with delay
- Time to take control
- audio.stop()
- audio.pause()
- audio.resume()
- audio.rewind()
- Time for action - controlling audio
- What just happened?
- Memory management
- audio.dispose()
- Have a go hero - disposing audio
- Alterations to audio
- Volume control
- audio.setVolume()
- audio.setMinVolume()
- audio.setMaxVolume()
- audio.getVolume()
- audio.getMinVolume()
- audio.getMaxVolume()
- Fading audio
- audio.fade()
- audio.fadeOut()
- Performance tips
- Preloading phase
- audioPlayFrequency
- Patents and royalties
- Pop quiz - all about audio
- Summary
- 7. Physics - Falling Objects
- Creating our new game - Egg Drop
- Starting variables
- Time for action - setting up the variables
- What just happened?
- Controlling the main character
- Time for action - moving the character
- What just happened?
- Have a go hero - adding touch events
- Updating the score
- Time for action - setting the score
- What just happened?
- Displaying the game environment
- Time for action - drawing the background
- What just happened?
- Displaying the heads-up display
- Time for action - designing the HUD
- What just happened?
- Creating the game lives
- Time for action - counting the lives
- What just happened?
- Have a go hero - adding images for the game lives
- Introducing the main character
- Complex body construction
- Time for action - creating the character
- What just happened?
- Adding postcollisions
- Collision handling
- Body properties
- body.isAwake
- body.isBodyActive
- body.isBullet
- body.isSensor
- body.isSleepingAllowed
- body.isFixedRotation
- body.angularVelocity
- body.linearDamping
- body.angularDamping
- body.bodyType
- Time for action - creating the egg collision
- What just happened?
- Making the display objects fall
- Time for action - adding the egg object
- What just happened?
- Time for action - making the egg drop
- What just happened?
- Ending the game play
- Time for action - calling game over
- What just happened?
- Starting the game
- Time for action - activating the game
- What just happened?
- Pop quiz - animating the graphics
- Summary
- 8. Operation Composer
- Continuation of Egg Drop
- Data saving
- BeebeGames class for saving and loading values
- Getting paths to files
- Reading files
- Writing files
- Time for action - saving and loading the high score
- What just happened?
- Pausing the game
- Time for action - pausing the game
- What just happened?
- The Composer API
- Game development with the Composer API
- Time for action - altering the game file
- What just happened?
- Organizing the game
- Time for action - adding the new main.lua file
- What just happened?
- New game transitions
- Time for action - changing screens after the game is over
- What just happened?
- Have a go hero - restarting the game
- Creating a loading screen
- Time for action - adding the loading screen
- What just happened?
- Creating a main menu
- Time for action - adding a main menu
- What just happened?
- Creating an options menu
- Time for action - adding an options menu
- What just happened?
- Creating a credits screen
- Time for action - adding a credits screen
- What just happened?
- Have a go hero - adding more levels
- Pop quiz - game transitions and scenes
- Summary
- 9. Handling Multiple Devices and Networking Your Apps
- Return to configuration
- Build configuration
- Orientation support (iOS)
- Orientation support (Android)
- Version code and version name (Android)
- Application permissions (Android)
- Content scaling on an easier level
- The best of both worlds
- The deeper meaning of dynamic image selection
- High-resolution sprite sheets
- Networking your apps
- Posting to Twitter
- Time for action - adding Twitter to your apps
- What just happened?
- Posting to Facebook
- Time for action - adding Facebook to your apps
- What just happened?
- Facebook Connect
- Time for action - posting scores using Facebook Connect
- What just happened?
- Have a go hero - create a dialog box
- Pop quiz - handling social networks
- Summary
- 10. Optimizing, Testing, and Shipping Your Games
- Understanding memory efficiency
- Graphics
- Group objects
- Turning off animations when they're not being used
- Optimizing image sizes
- Distributing iOS applications
- Prepping your app icons
- Time for action - setting up your distribution certificate and provisioning profile for the App Store
- What just happened?
- iTunes Connect
- Contracts, tax, and banking
- Time for action - managing your application in iTunes Connect
- What just happened?
- Building an iOS application for distribution in Corona
- Time for action - building your application and uploading it to the Application Loader
- What just happened?
- Have a go hero - making a universal iOS build
- The Google Play Store
- Creating launcher icons
- Time for action - signing your app for the Google Play Store
- What just happened?
- Time for action - submitting an app to the Google Play Store
- What just happened?
- Have a go hero - adding more promos
- Pop quiz - publishing applications
- Summary
- 11. Implementing In-App Purchases
- The wonders of In-App Purchase
- Types of In-App Purchases
- Corona's store module
- store.init()
- event.transaction
- store.loadProducts()
- event.products
- event.invalidProducts
- store.canMakePurchases
- store.purchase()
- store.finishTransaction()
- store.restore()
- Create an In-App Purchase
- Time for action - creating the In-App Purchase in iTunes Connect
- What just happened?
- Time for action - using the Corona store module to create an In-App Purchase
- What just happened?
- Have a go hero - handling multiple Product IDs
- Testing In-App Purchases
- User test accounts
- Time for action - testing the In-App Purchase with the Breakout In-App Purchase Demo
- What just happened?
- Have a go hero - using other In-App Purchase types
- Pop quiz - all about In-App Purchases
- Summary
- A. Pop Quiz Answers
- Chapter 1 - Getting Started with Corona SDK
- Pop quiz - understanding Corona
- Chapter 2 - Lua Crash Course and the Corona Framework
- Pop quiz - basics of Lua
- Chapter 3 - Building Our First Game - Breakout
- Pop quiz - building a game
- Chapter 4 - Game Controls
- Pop quiz - working with game controls
- Chapter 5 - Animating Our Game
- Pop quiz - animating graphics
- Chapter 6 - Playing Sounds and Music
- Pop quiz - all about audio
- Chapter 7 - Physics - Falling Objects
- Pop quiz - animating the graphics
- Chapter 8 - Operation Composer
- Pop quiz - game transitions and scenes
- Chapter 9 - Handling Multiple Devices and Networking Your Apps
- Pop quiz - handling social networks
- Chapter 10 - Optimizing, Testing, and Shipping Your Games
- Pop quiz - publishing applications
- Chapter 11 - Implementing In-App Purchases
- Pop quiz - all about In-App Purchases
- Index
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