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Learn Corona SDK Game Development 1st ed. [Pehme köide]

  • Formaat: Paperback / softback, 288 pages, kõrgus x laius: 254x178 mm, kaal: 5413 g, XXIV, 288 p., 1 Paperback / softback
  • Ilmumisaeg: 25-Apr-2013
  • Kirjastus: APress
  • ISBN-10: 1430250682
  • ISBN-13: 9781430250685
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  • Formaat: Paperback / softback, 288 pages, kõrgus x laius: 254x178 mm, kaal: 5413 g, XXIV, 288 p., 1 Paperback / softback
  • Ilmumisaeg: 25-Apr-2013
  • Kirjastus: APress
  • ISBN-10: 1430250682
  • ISBN-13: 9781430250685
Teised raamatud teemal:
Corona SDK is one of the most popular app and game mobile development platforms in the world, and Learn Corona SDK Game Development walks you through creating a full-featured Corona game from scratch to the App Store.







You'll learn Lua basics (the foundation of Corona), how to add and manipulate graphics, and how to use controls like multitouch, accelerometer, and gyroscope. You'll also learn how to use Box2D (Corona physics under the hood), and how to add sound effects and music.













As you're polishing your game, you'll also learn about ads, in-app purchases, and OpenFeint and Game Center integration. Finally, you'll learn the ins and outs of getting a game into the App Store or other app marketplaces.







Whether you're developing exclusively for iOS, or whether you're developing for Android or other platforms, Learn Corona SDK Game Development explains just what you need to launch your career as a mobile game developer.
About the Author xv
About the Technical Reviewer xvii
Acknowledgments xix
Introduction xxi
Part 1 Get Ready... Get Set...
1(42)
Chapter 1 Say Hello to My Little Friend: The Corona SDK
3(16)
A Long Time Ago In a School (Perhaps) Far, Far Away...
3(2)
Back to the Future
5(1)
Hey, Wait, Isn't This Book about the Corona SDK?!
5(1)
Corona: History at a Glance
6(2)
A Tool That Works for You
8(5)
Baby-Steppin' It
13(5)
Summary
18(1)
Chapter 2 The Pillar of Creation: Lua
19(24)
A Jack of All Trades
19(1)
The Bare Necessities: Lexicology
20(2)
The Keys to Success: Keywords
22(2)
Making a Statement: Commenting
24(1)
A Place for Your Stuff: Variables, Values, and Types
25(3)
Expressing Yourself: Expressions and Operators
28(2)
Let's Table This Discussion: The Mythical "Table"
30(3)
Getting Functional: All about Functions
33(5)
Taking Control: Control Structures
38(1)
Knocked for a Loop: The for, while, and repeat Constructs
39(1)
Compartmentalizing: Modules
40(1)
Variations on a Theme: Changes Made to Lua in Corona
41(1)
Summary
42(1)
Part 2 Go!
43(160)
Chapter 3 Basic Application Structure
45(26)
The-Year Is 2258 ... The Name of the Place... err, Game...
45(1)
Mapping out the Astro Rescue Game
46(1)
You're Sceneing Things: The Storyboard API
47(2)
Every Event Needs a Handler
49(1)
The Life (and Death) of a Scene
50(1)
Making the Transition: Transition Effects
51(1)
Scene Purging for Fun and Profit
51(2)
Back to the Beginning: The main.lua file
53(1)
Global Imports
53(1)
Global Variables
54(2)
Dealing with Game State: File I/O Operations
56(3)
Where It All Begins: Initial Execution
59(2)
Utilities
61(1)
Talking to Yourself: Log Messages
62(1)
Audio Mish-Mosh: Handling Cross-Platform Audio Concerns
63(1)
Then, the Closer Comes in to Finish the Ninth Inning
63(1)
Even Further Back: build.settings and config.lua
64(1)
The build.settings File
64(3)
The config.lua File
67(3)
Summary
70(1)
Chapter 4 Title, Menu, and Settings Scenes
71(32)
Welcome, Ladies and Gents: The Title Scene
71(2)
Creating the Scene
73(4)
Starting the Scene
77(2)
Exiting the Scene
79(1)
Destroying the Scene
80(1)
Some Unused Scene Event Handlers
80(1)
Handling Touch
81(1)
Continuous Action
82(1)
Wrapping up the Title Scene
82(1)
What'll You Have? The Menu Scene
83(1)
Creating the Scene
84(4)
Some Unused Scene Event Handlers
88(1)
Oh, Those Beautiful Shapes!
88(2)
Creating Graphics from Scratch
90(4)
Wrapping up the Menu Scene
94(1)
The Choice Is Yours: The Settings Scene
94(2)
Creating the Scene
96(4)
Some Unused Scene Event Handlers
100(1)
Wrapping up the Settings Scene
100(1)
Summary
101(2)
Chapter 5 The Game, Part 1: Core Game Code
103(46)
The Game Scene Kicks It All Off
103(1)
The World of the Real: Physics
104(5)
The Scene Lifecycle Handlers
109(1)
Getting to the Heart of the Matter: The gameCore Object
110(2)
Stuff Is Better When It Moves: Sprites, Part 1
112(4)
Moving Right Along
116(6)
Where It All Starts: Initializing the Game
122(2)
Loading Graphic Resources
124(1)
Stuff Is Still Better When It Moves: Sprites, Part 2
125(3)
Moving Right Along, Redux
128(5)
Got to Begin Again: Resetting for a New Level
133(4)
Kick It Off: Starting the Game
137(1)
Okay, That'll Do: Stopping the Game
138(1)
Destruction: Cleaning Up After Ourselves
139(2)
We Need a Playfield: Drawing the Current Level
141(4)
Communication Is Key: Showing a Quick Message
145(1)
Cut It Out Right Now, You Kids: Stopping Game Activity
146(2)
Summary
148(1)
Chapter 6 The Game, Part 2: Main Loop
149(18)
enterFrame
149(3)
processShip
152(3)
processColonist
155(3)
processFuelPod
158(1)
showFuelPod
159(1)
processAlienUFO
160(1)
showAlienUFO
160(2)
showDeadPopup
162(1)
showEnteredBayPopup
163(2)
More on Native UI
165(1)
Summary
166(1)
Chapter 7 The Game, Part 3: Player Control Input
167(10)
Handling Touch Input
167(1)
Touch "began" Handling
168(1)
Vertical Thrust
168(1)
Left and Right Thrust
169(1)
Touch "ended" Handling
169(1)
When All Is Said and Done
169(1)
Handling Accelerometer Input
170(1)
Tilting to the Right
170(2)
Tilting to the Left
172(1)
Neutral Tilt
172(1)
Again, Out of the Bullpen to Close It out
173(1)
Updating Audio and Animations
173(2)
More on Input Handling with Corona
175(1)
Summary
176(1)
Chapter 8 The Game, Part 4: Collision Events
177(14)
When Worlds Collide
177(1)
Bounding Boxes Collisions
178(1)
Physics-Based Collisions
179(1)
Collisions, Visualized
180(2)
Forward unto the Code
182(1)
These Are Bad, M'Kay? Crashing into Stuff
182(1)
Set'er Down Gently: Landing on a Pad
183(1)
You're All Clear, Kid, Now Let's Blow This Thing and Go Home! Entering the Landing Bay
184(1)
Err, Sorry, Sir: Hitting a Colonist
185(1)
Getting Gas Isn't Always a Social Faux Pas: Fuel Pods
185(1)
Show Me The Boom!
186(3)
Are We on "E" Yet?
189(1)
Summary
190(1)
Chapter 9 Wrapping Up
191(12)
A Few Variables to Start
191(3)
Creating the Scene
194(3)
Turning the Spotlight On
197(1)
Get That Spotlight Moving!
198(1)
Other Scene Methods
199(1)
Touch Events
200(1)
Kicking It All Off
201(1)
Summary
201(2)
Part 3 The Postgame Show
203(54)
Chapter 10 Odds and Ends
205(26)
Files Are So Passe: SQLite Database
205(1)
What's This SQLite You Speak of?
206(1)
Let's Create a Database Already!
207(2)
Gettin' at Your Data
209(1)
Data Amnesia: In-Memory Databases
210(1)
Talkin' to the Outside World: Network Access
210(1)
Some Basic Network Functionality
210(4)
There's More to Networking than Getting Content
214(1)
I'm Always Losing My Gym Sockets: Socket Networking
215(2)
LUAFileSystem
217(2)
Ads
219(1)
In-App Purchases
220(3)
Social Gaming
223(1)
Game Network Integration
223(2)
Facebook Integration
225(2)
Analytics
227(1)
Corona Launchpad
228(2)
Summary
230(1)
Chapter 11 Testing and Publishing
231(26)
Feed the Robot: Building for Android
231(6)
Deploying to Android Devices
237(1)
On-Device Debugging with Android
238(5)
An Apple a Day: Build for iOS
243(3)
Creating an iOS App Store Package
246(1)
Deploying to iOS Devices
247(1)
On-Device Debugging with iOS
247(1)
The App Store Model of Distribution
248(1)
Google Play
249(2)
Other App Stores: Amazon Appstore for Android and Barnes & Noble Nook Store
251(1)
The Only Game in Town for iOS: The Apple App Store
252(1)
Publishing to the Apple App Store
252(4)
Summary
256(1)
Index 257
Frank W. Zammetti is a web architect specialist for a leading worldwide financial company by day, and a PocketPC and open-source developer by night. He is the founder and chief software architect of Omnytex Technologies, a PocketPC development house.He has over 12 years of "professional" experience in the information technology field, and over 12 more of "amateur" experience. He began his nearly life-long love of computers at age 7, when he became one of four students chosen to take part in his school district's pilot computer program. A year later, he was the only participant left! The first computer Frank owned was a Timex Sinclair 1000 in 1982, on which he wrote a program to look up movie times for all of Long Island (and without the 16k expansion module!). After that, he moved on to a Commodore 64 and spent about 4 years doing nothing but assembly programming (games mostly). He finally got his first IBM-compatible PC in 1987, and began learning the finer points of programming (as they existed at that time!).Frank has primarily developed web-based applications for about 8 years. Before that, he developed Windows-based client/server applications in a variety of languages. Frank holds numerous certifications including SCJP, MCSD, CNA, i-Net+, A+, CIW, MCP, and numerous BrainBench certifications. He is a contributor to a number of open source projects, including DataVision, Struts, PocketFrog, and Jakarta Commons. In addition, Frank has started two projects: Java Web Parts and The Struts Web Services Enablement Project. He also was one of the founding members of a project that created the first fully functioning Commodore 64 emulator for PocketPC devices (PocketHobbit).Frank has authored various articles on topics that range from integrating DataVision into web apps, to using Ajax in Struts-based applications. He is working on a new application framework specifically geared to creating next-generation web applications.