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

Removing objects from the scene


There are limited resources on a device. As much as we wish they were as powerful as a desktop to hold so much memory, it's not at that point yet. This is why it is important to remove display objects from the display hierarchy when you no longer use them in your application. This helps the overall system performance by reducing memory consumption and eliminates unnecessary drawing.

When a display object is created, it is added by default to the root object of the display hierarchy. This object is a special kind of group object known as the stage object.

In order to keep an object from rendering on screen, it needs to be removed from the scene. The object needs to be removed explicitly from its parent. This removes the object from the display hierarchy. This can be done in either of the two following ways:

myImage.parent:remove( myImage ) -- remove myImage from hierarchy

or

myImage:removeSelf( ) -- same as above

This does not free all the memory from the display...