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

Time for action – dragging the paddle in the simulator


Right now, the paddle does not move at all. There are no coordinates set to translate on the screen, so let's create that.

  1. Underneath the addGameScreen() function, create a new function called dragPaddle(event).

    function dragPaddle(event)
  2. Next, we'll focus on moving the paddle side to side within the boundary of the game screen.

      
      if isSimulator then
      
        if event.phase == "began" then
          moveX = event.x - paddle.x
        elseif event.phase == "moved" then
          paddle.x = event.x - moveX
        end
      
        if((paddle.x - paddle.width * 0.5) < 0) then
          paddle.x = paddle.width * 0.5
        elseif((paddle.x + paddle.width * 0.5) > display.contentWidth) then
          paddle.x = display.contentWidth - paddle.width * 0.5
        end
        
      end
      
    end

    Add in the preceding block of code to enable paddle movement in the simulator and then close the function. The reason for adding this block is because the simulator does not support accelerometer...