Book Image

Developing Mobile Games with Moai SDK

By : Francisco Tufró
Book Image

Developing Mobile Games with Moai SDK

By: Francisco Tufró

Overview of this book

<p>Moai SDK is a fast, minimalist, open-source Lua mobile framework for pro game developers. Moai is built around Lua, a common programming language for games, and offers a single open-source platform for both the front-end elements seen by consumers and the back-end infrastructure.<br /><br />Developing Mobile Games with Moai SDK will guide you through the creation of two game prototypes in a step-by-step way, giving you the basic tools you need in order to create your own games.<br /><br />Developing Mobile Games with Moai SDK introduces the basic concepts behind game development, and takes you through the development of a tile-based memotest, and a platform game prototype as well. You'll end up with a good codebase to start writing your own games.</p> <p>You will learn some tricks that come from real life experience while creating a small framework that will allow you to display images, play sounds, grab input, and so on. You'll also learn how to implement physics using Box2D bindings, and everything in Lua, without having to use any compilations. After doing this, we'll take a look at how to deploy your game to iOS and run it on an iPhone.</p> <p><br />With this book, you should be ready to go and create your own game, release it to the Apple Store, and have enough tools to dig deeper into Moai SDK.</p>
Table of Contents (20 chapters)
Developing Mobile Games with Moai SDK
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
7
Concentration Gameplay
Index

Main character


In order to create our character, we'll need a sprite sheet with animations for walking, running, and jumping.

It should look something like the following image:

  1. First of all, we'll create a resource definition as follows (put this below the background resource definition):

      character = {
        type = RESOURCE_TYPE_TILED_IMAGE,
        fileName = 'character/character.png',
        tileMapSize = {20, 6},
        width = 64, height = 64,
      }

    This is pretty much the same as we used for our Concentration game, but note that we added width and height. That's the size of the tile. In the Concentration game, we defined the size of the tile in the grid, but now there is no grid, so we need to define it here.

  2. In order to handle that definition, we need to add some lines to resource_manager.lua, inside loadTiledImage, just below the call to setSize():

      if definition.width and definition.height then
        local half_width = definition.width / 2
        local half_height = definition.height / 2
        tiledImage...