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

Input


The next step in our journey is to add input handling. We have to create a file called input_manager.lua; it will be in charge of listening to input events and will be queried by our game when needed. We will create it so that it will be usable with both mouse devices and touchscreens.

Note

Generally speaking, all hosts are supposed to implement their own input schema. We won't see this in detail in this book, but so you understand where this comes from, take a look at the hosts that are shipped with Moai SDK.

Search for all the references to the AKUReserveInputDevice* and AKUSetInputDevice* method calls in moai-sdk/hosts/src/GlutHost.cpp.

We'll now inspect only the most important methods; please take a look at the full code in order to understand how everything fits together.

function InputManager:initialize ()
  
  if MOAIInputMgr.device.pointer then
  
  local pointerCallback = function ( x, y )
    previousX, previousY = pointerX, pointerY
    pointerX, pointerY = x, y
   
    if touchCallbackFunc...