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Corona SDK Mobile Game Development: Beginner's Guide - Second Edition电子书

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作       者:Michelle M. Fernandez

出  版  社:Packt Publishing

出版时间:2015-03-31

字       数:145.3万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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This book is for anyone who wants to have a go at creating commercially successfully games for Android and iOS. You don’t need game development or programming experience.
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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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