Book Image

Corona SDK Mobile Game Development: Beginner's Guide

Book Image

Corona SDK Mobile Game Development: Beginner's Guide

Overview of this book

Corona SDK is the fastest and easiest way to create commercially successful cross platform mobile games. Just ask Robert Nay, a 14 year old who created Bubble Ball - downloaded three million times, famously knocking Angry Birds off the top spot. You don't need to be a programming veteran to create games using Corona. Corona SDK is the number one tool for creating fun, simple blockbuster games. Assuming no experience at all with programming or game development you will learn the basic foundations of Lua and Corona right through to creating several monetized games deployable to Android and Apple stores. You will begin with a crash course in Lua, the programming language underpinning the Corona SDK tool. After downloading and installing Corona and writing some simple code you will dive straight into game development. You will start by creating a simple breakout game with controls optimized for mobile. You will build on this by creating two more games incorporating different features such as falling physics. The book ends with a tutorial on social network integration, implementing in app purchase and most important of all monetizing and shipping your game to the Android and App stores.
Table of Contents (18 chapters)
Corona SDK Mobile Game Development Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Activating event listeners


The event listeners in this game basically turn the movements of the objects on and off. We have already coded the functions that carry out the actions of our game objects to run the level. Now it's time to activate them using certain type of events. As you've noticed from the previous chapter, we can add event listeners to display objects or have them run globally.

Collision events

Collision events within the physics engine occur through Corona's event listener model. There are three new event types:

  • "collision": This event includes phases for "began" and "ended", which signify the moments of initial contact and broken contact. These phases exist for both normal two-body collisions and body-sensor collisions. If you do not implement a "collision" listener, this event will not fire.

  • "preCollision": An event type that fires right before the objects start to interact. Depending on your game logic, you may wish to detect this event and conditionally override the collision...