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 – adding the loading screen


We'll be placing loading screens when the application launches and before the game level starts. This tells the user that more content or information is on its way.

  1. Create a new file called loadmainmenu.lua in your project folder.

  2. Import Storyboard and add in the storyboard.newScene() function.

    local storyboard = require( "storyboard" )
    local scene = storyboard.newScene()
  3. Create two local variables called myTimer and loadingImage. Add in the createScene() event and a screenGroup display group.

    local myTimer
    local loadingImage
    
    -- Called when the scene's view does not exist:
    function scene:createScene( event )
      local screenGroup = self.view
      
      print( "\nloadmainmenu: createScene event" )
    end
  4. Create the enterScene() event and add in a screenGroup display group.

      -- Called immediately after scene has moved onscreen:
    function scene:enterScene( event )
      local screenGroup = self.view
      
      print( "loadmainmenu: enterScene event" )
  5. Introduce the loadingImage...