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 – starting physics for the paddle and ball


Right now, our display objects are rather stagnant. In order for gameplay to initiate, we have to activate physics for the paddle and ball in order for any kind of movement in the game to occur.

  1. Above the gameLevel1() function, create a new function called startGame().

    function startGame()
  2. Add in the following lines to instantiate the physics of the paddle and ball:

      physics.addBody(paddle, "static", {density = 1, friction = 0, bounce = 0})
      physics.addBody(ball, "dynamic", {density = 1, friction = 0, bounce = 0})
  3. Create an event listener that uses the background display object to remove the "tap" event for startGame(). Close the function with end.

      background:removeEventListener("tap", startGame)
    end
  4. In the addGameScreen() function that we created in the previous chapter, we have to add the following line after the call to the gameLevel1() function. This starts the actual game when the background is touched.

      background:addEventListener...