Cover image for Corona SDK Hotshot.
Corona SDK Hotshot.
Title:
Corona SDK Hotshot.
Author:
Flanagan, Nevin.
ISBN:
9781849694315
Personal Author:
Physical Description:
1 online resource (406 pages)
Contents:
Corona SDK HOTSHOT -- Table of Contents -- Corona SDK HOTSHOT -- Credits -- About the Author -- Acknowledgement -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. Bat Swat - An Introduction to App Event Cycles -- What do we build? -- What does it do? -- How is it excellent? -- How are we going to do it? -- What do I need to get started? -- Describing the game -- Getting on with it -- What did we do? -- What else do I need to know? -- Defining the event flow -- Getting on with it -- What did we do? -- What else do I need to know? -- Creating the objects -- Getting ready -- Getting on with it -- Loading art assets and libraries -- Loading the world -- Linking the game with the world -- Loading a new game into the display -- Preparing the game challenges -- Responding to world changes -- Monitoring game progress -- Concluding the game -- Understanding your libraries -- What did we do? -- Creating the interface -- Getting on with it -- Adding visible information -- Updating an information display -- Linking the interface to the game -- Triggering a game event from a world event -- What did we do? -- What else do I need to know? -- Adding the Shell -- Getting ready -- Getting on with it -- Creating a staging zone for high scores -- Linking the shell into the play cycle -- What did we do? -- What else do we need to know? -- Tracking high scores -- Getting ready -- Getting on with it -- Linking to the database file -- Initializing the database -- Cleaning up old scores -- Considering possible new high scores -- Saving new high scores.

Recovering old high scores -- Communicating scores between modules -- Reviewing new scores -- Displaying the score history -- What did we do? -- Adding finishing touches -- Getting ready -- Getting on with it -- Changing the creatures' motion -- Animating on a custom curve -- Adding visual interest to the high scores -- Parameterizing the game length -- What did we do? -- Game over - wrapping it up -- Can you take the HEAT? The Hotshot Challenge -- 2. SuperCargo - Using Events to Track Game Progress -- What do we build? -- What does it do? -- Why is it great? -- How are we going to do it? -- What do I need to get started? -- Describing the game -- Getting on with it -- Core mechanic -- Interface summary -- Persistence requirement -- Data format -- Additional data requirements -- Preliminary module design -- What did we do? -- Loading a level from a file -- Getting ready -- Getting on with it -- Writing the loader -- Parsing levels from the file -- Parsing the desired level -- Recognizing ends of levels -- Processing each tile -- What did we do? -- What else do I need to know? -- Displaying the map contents -- Getting ready -- Getting on with it -- Adding the content layers -- Loading the world with a map -- What did we do? -- What else do I need to know? -- Adding the interface -- Getting ready -- Getting on with it -- Creating the Move requests -- What did we do? -- Making the game playable -- Getting ready -- Getting on with it -- Handling the Move inputs -- Displaying the effects of moves -- What did we do? -- Adding the Shell component -- Getting ready -- Getting on with it -- Counting levels -- Building the selection screen -- Presenting the table -- What did we do? -- Supporting Undo -- Getting on with it -- Recognizing the Undo requests -- Saving move history and backing moves out -- What did we do? -- Preserving game history -- Getting ready.

Getting on with it -- Controlling history selection -- Linking history to the game when loading -- What did we do? -- Game over - wrapping it up -- Can you take the HEAT? The Hotshot Challenge -- 3. TranslationBuddy - Fast App Development for any Field -- What do we build? -- What does it do? -- Why is it great? -- How are we going to do it? -- What do I need to get started? -- Summarizing the design -- Getting on with it -- What did we do? -- Creating the account -- Getting ready -- Getting on with it -- What did we do? -- What else do I need to know? -- Assembling the translator -- Getting ready -- Getting on with it -- Gatekeeping requests -- Consuming requests -- Maintaining authorization -- Linking the translation loop -- Handling the network requests -- Renewing the access token -- What did we do? -- What else do I need to know? -- Displaying results -- Getting ready -- Getting on with it -- Constructing the strata -- Adding the controls -- Preloading scene visuals -- Creating the list display -- Adding rows to the display -- Cleaning up the scene after each use -- What did we do? -- Soliciting input -- Getting ready -- Getting on with it -- Creating a backdrop -- Creating the text box -- Processing the user input -- Tying the pieces together -- What did we do? -- Maintaining a history -- Getting ready -- Getting on with it -- Viewing the history -- Enabling both views -- Keeping the effects clean -- What did we do? -- What else do I need to know? -- Game over - wrapping it up -- Can you take the HEAT? The Hotshot Challenge -- 4. Deep Black - Processing Mobile Device Input -- What do we build? -- What does it do? -- Why is it great? -- How are we going to do it? -- What do I need to get started? -- Creating the player and receiving events -- Getting ready -- Getting on with it -- Creating a placeholder world -- Preparing the physics simulation.

Setting up the ship object -- Attaching behaviors to the player ship -- Adding a library function -- What did we do? -- Processing raw physical events -- Getting ready -- Getting on with it -- What did we do? -- Bridging physical events to game events -- Getting ready -- Getting on with it -- Tracking time passage -- What did we do? -- Creating the world rules -- Getting ready -- Getting on with it -- Filling the visible field -- Managing the world bounds -- Generating random locations -- Clearing movable objects -- What did we do? -- Creating enemies and controlling collisions -- Getting ready -- Getting on with it -- Spawning enemies at game start -- What did we do? -- Responding to fire controls and creating bullets -- Getting ready -- Getting on with it -- Dispatching fire control events -- Responding to fire events -- Teleporting the player -- What did we do? -- Responding to collisions and handling lives -- Getting ready -- Getting on with it -- Clearing lasers that hit something -- Destroying asteroids -- Handling collisions with the player -- What did we do? -- Recognizing kills and recording scores -- Getting on with it -- Tracking lives -- Displaying lives and the score -- What did we do? -- Game over - wrapping it up -- Can you take the HEAT? The Hotshot Challenge -- 5. Atmosfall - Managing Game Progress with Coroutines -- What do we build? -- What does it do? -- Why is it great? -- How are we going to do it? -- What do I need to get started? -- Tracking progress through the level -- Getting ready -- Getting on with it -- Sliding the background -- Tracking the background progress -- Constructing the enemy behavior -- Getting on with it -- Creating an enemy -- Creating a schedule -- Getting on with it -- Building a schedule framework -- Building the scheduled actions -- Bringing an enemy to life -- What did we do?.

What else do I need to know? -- Scripting behavior -- Getting ready -- Getting on with it -- Writing a ship control script -- Defining ship actions -- Adding a new ship to the level -- Adding weapon fire -- What did we do? -- What else do I need to know? -- Controlling the boss -- Getting on with it -- Creating the boss object -- Making the boss module available -- Driving the boss's behavior -- Handling the boss's defeat -- What did we do? -- What else do I need to know? -- Cleaning up and making the game playable -- Getting on with it -- Adding challenges to the level -- Enabling finite lives -- Game over - wrapping it up -- Can you take the HEAT? The Hotshot Challenge -- 6. Predation - Creating Powerful Visuals from Simple Effects -- What do we build? -- What does it do? -- Why is it great? -- How are we going to do it? -- What do I need to get started? -- Planning the dissolve -- Getting ready -- Getting on with it -- What did we do? -- Applying the dissolve -- Getting ready -- Getting on with it -- What did we do? -- What else do I need to know? -- Planning the splatter -- Getting on with it -- What did we do? -- Assembling the splatter layers -- Getting ready -- Getting on with it -- What did we do? -- What else do I need to know? -- Game over - wrapping it up -- Can you take the HEAT? The Hotshot Challenge -- 7. Caves of Glory - Mastering Maps and Zones -- What do we build? -- What does it do? -- Why is it great? -- How are we going to do it? -- What do I need to get started? -- Parsing a level file -- Getting ready -- Getting on with it -- Splitting the level into map and object data -- Creating the map canvas -- Reading objects into the position data -- What did we do? -- Displaying objects -- Getting on with it -- Supplying visual descriptions of items -- Loading item visuals into the world -- What did we do? -- What else do I need to know?.

Creating an efficient background.
Abstract:
Using a project based approach you will learn the coolest aspects of Corona SDK development. Each project contains step bystep explanations, diagrams, screenshots, and downloadable materials.This book is for users who already have completed at least one simple app using Corona and are familiar with mobile development using another platform and have done Lua programming in another context. Knowledge of the basic functions of Corona routines, as well as an understanding of the Lua programming language's syntax and common libraries, is assumed throughout.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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