Book Image

Gideros Mobile Game Development

By : Arturs Sosins
Book Image

Gideros Mobile Game Development

By: Arturs Sosins

Overview of this book

Have you ever had an interesting idea for a mobile game? Have you ever wanted to jump on the mobile app bandwagon? Developing a mobile game has never been so fun and easy, and with the vast amount of smartphone users, it may also become a profitable thing to do. Gideros is a Lua-based framework that facilitates effortless native iOS and Android application development along with hardware acceleration. Gideros also comes with a built-in box2D physics engine and extended memory management features to make mobile game development a breeze. Gideros Mobile Game Development shows you how to develop an original and exciting game in Gideros, helping you create your very first project and guiding you through the configuration of settings and assets to help you target devices with different resolutions. This book teaches you everything you need to know about Gideros, from installing Gideros on your operating system to creating and efficiently managing your Gideros projects and creating your very first game, all with the help of well explained examples. You will learn how to quickly create game prototypes in Gideros, how to test and set up projects to automatically target devices with different resolutions, and how to polish your prototype with animations, sounds, tweens, and even physics to create your very first cross-platform game. By the end of this book, you will have learned everything you need to create visually stunning physics and exciting cross-platform games using Gideros.
Table of Contents (12 chapters)

Adding high scores

Implementing high scores is a must for almost every game to make players compete with each other or to make players replay levels to improve their result. So let's modify our GameManager class to also manage score for each level.

Inside our GameManager class createLevel method, we already stored default score and time values, so now we only need methods to set and retrieve them.

First, we will create a method to set the score, which would simply take pack and level number and the user score as the parameters, and return true to indicate that the user has beat a high score or false if the user'sscore is lower than the highest score.

So, as done previously for almost each GameManager method, at first we try to load the pack and create the level information if we need. Then we check if the user's high score is higher than the saved one; and if it is, we save the new score and time when it was achieved. Then we return true, else we simply return false.

function GameManager:setScore...