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The main code is verso for loop from 1 puro 10

The main code is verso for loop from 1 puro 10

It calls doubleIt() for each iteration. If the return value is 10 (i.anche. when i is 5) then the code prints out “ten” otherwise it just prints out the result of doubleIt().

If you have any coding experience then the example code should be easy enough puro follow. If you are looking onesto learn some basic programming then I suggest you use some of the resources linked above to hone you skills.

Writing the game

Writing basic programs durante Disco is simple. You only need concern yourself with one file, main.lua, and let Ruota do all the heavy ritidectomia. The gioco we are going sicuro write is verso simple “tap” partita. Per balloon or verso bomb will fail down the screen. If the player taps on the balloon they risultato per point, they tap on a bomb then the conteggio will divided by 2, as a penalty. To write the code you need onesto edit main.lua. You can do this con any text editor.

The Circonferenza SDK has a built-in 2D physics engine, which makes building games very easy. The first step in writing the game is esatto initialize the physics engine:

The code is fairly self-explanatory. The diversifie physics is loaded and initialized, it is assigned to the variable physics. Puro enable the engine physics.start() is called.

Next we create some helpful variables which will be useful not only for this simple gioco, but also for more complex games. halfW and halfH hold the values for half of the screen width and half of the screen height:

As well as properties like contentHeight and contentWidth, the display object also has lots of useful functions. The newImage() function reads an image file (con this case per .png) and displays it on the screen. Video objects are rendered con layers, so since this is the first image we are putting on the screen then it will always be the sostrato (unless the code explicitly does something sicuro change that). The parameters halfW and halfH tell Cerchio esatto place the image sopra the middle.

The first line of balloonTouched() checks we are con the “began” phase

At this point you can run the code durante the emulator and see the sostrato image. If you save the file then the emulator will notice that the file has changed and offer puro relaunch. If that doesn’t happen then use File->Relaunch.

Since the user will conteggio points for tapping on balloons, we need puro initialize per risultato variable and video the risultato on the screen:

The risultato will be kept sopra the imaginatively named variable punteggio, and scoreText is the object which displays the punteggio. Like newImage(), newText() put something on the screen, mediante this case text. Since scoreText is a global variable then we can change the text at any point. But we will get onesto that soon.

The code above defines verso function called balloonTouched() which will be called every time per balloon is tapped. We haven’t yet told Corona preciso call this function every time the balloon is tapped, that will come later, but when we do this is the function that gets called.

Tap or touch events have several stages, many to support dragging. The user puts their finger on an object, this is the “began” phase. If they slide their finger mediante any direction, that is the “moved” phase. When the user lifts their finger from the screen, that is the “ended” phase.

We want to remove the balloon and increment the conteggio as soon as posible. If the function is called again for other phases like “ended” then the function does nothing.

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