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)

Creating animated game elements

Animations are a vital part of improving a game. They make your game look more polished and alive, which appeals to many players out there and that is why animation is one of the ways in which we will improve our game.

There are two main ways to animate elements in Gideros:

  • Using frame animations and MovieClip class

  • Tweening the properties of object using GTween class

Frame animations using MovieClip

First let's create a frame animation for our TouchBall. To create a MovieClip instance we need to pass the definition of the frames which will appear in animation.

Each row of animation contains information, such as, {1, 10, sprite}, which contains position number of start frame, position number of end frame, and the sprite inherited object that will be displayed during this span of frames (from start frame to end frame).

If you want to display the next sprite object without overlapping with previous one, we add another definition to the table by using the same start...