Book Image

Corona SDK HOTSHOT

By : Nevin Flanagan
Book Image

Corona SDK HOTSHOT

By: Nevin Flanagan

Overview of this book

<p>If you've used the Corona Software Development Kit to build your very first new mobile app, you already know how easy it makes developing across all the pieces of this fragmented market. This book upgrades your knowledge of Lua and the Corona API with designs, habits and advanced concepts to speed your development and create more exciting apps.</p> <p>Corona SDK Hotshot will show you how to combine advanced Lua features such as coroutines and metatables with Corona's sophisticated tools, including physics and networking, to develop exactly the game or app you or your customers need, quickly and with an eye towards updating your app with improvements in the future.</p> <p>Corona SDK Hotshot will expand your basic knowledge of Corona with an insight into making the most of its event platform, using physics wisely and easily, and moving on to advanced programming tasks like path-finding.</p> <p>You will focus heavily on how to keep your programs understandable as they become more complicated, by using modules and events to divide it up. You'll practice ways to make AI scripts and map files easily understandable to designers and other collaborators, and use networks like GameCenter to publish progress.</p> <p>The last projects will combine the full range of covered material to illustrate how you can produce sophisticated and exciting apps as a Corona Hotshot!</p>
Table of Contents (18 chapters)
Corona SDK HOTSHOT
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

What do we build?


For this project, we will start with a partly completed platform game; it contains all sprites, and a tile map module similar to that used in Project 7, Caves of Glory – Mastering Maps and Zones and Project 9, Into the Woods – Computer Navigation of Environments. We will add physics to this world to create the world interactions that support game play; walls and floors that stop the player, collision detection with enemies that doesn't allow them to actually push the player or cause things to bounce off each other, and climbable ladders. We'll use collision filtering, in combination with sensor body elements, to keep only the physics interactions that are actually useful to us.

What does it do?

You'll start out with working modules to load a map from a file, load characters with sprites and accept control signals for them, supply control events for your character from user input, track score, and recognize level completion. The game implements a simple platformer, where you...