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Corona SDK mobile game development [electronic resource] : beginner's guide : create monetized games for iOS and Android with minimum cost and code
Bộ sưu tập: Sách điện tử
Tác giả: Michelle M, Fernandez, ,
ISBN:
Ngôn ngữ:
Ký hiệu phân loại:
Thông tin xuất bản: Birmingham, UK :packt Pub., , 2012.
Mô tả vật lý: 1 online resource ([10], x, 383 p.) : , ill.
Môn học:
ID: 77446
Video:
"Learn by doing: less theory, more results"--Cover.
Chủ đề: - Application software
- Development.
- Mobile computing
- Programming.
- Mobile games
- Programming
- Handbooks
- manuals
- etc.

Tóm tắt:
Table of Contents
Preface 1
Chapter 1: Getng Started With Corona SDK 7
Downloading and installing Corona 8
Time for acton – setng up and actvatng Corona on Mac OS X 8
Time for acton – setng up and actvatng Corona on Windows 12
Using the simulator on Mac and Windows 14
Time for acton – viewing a sample project in the simulator 15
Choosing a text editor 16
Developing on devices 16
Time for acton – downloading and installing Xcode 17
Time for acton – creatng a Hello World applicaton in two lines of code 19
Time for acton – modifying our applicaton 20
Time for acton – applying a new font name to your applicaton 22
Testng our applicaton on an iOS device 24
Time for acton – obtaining the iOS developer certfcate 24
Adding iOS devices 29
Xcode 29
iTunes 30
Time for acton – adding/registering your iOS device 30
Time for acton – creatng an App ID 31
Provisioning Profles 32
Time for acton – creatng a Provisioning Profle 33
Applicaton icon 35
Creatng the Hello World build for iOS 35
Time for acton – creatng an iOS build 36
Time for acton – loading an app on your iOS device 37
Testng our applicaton on an Android device 41
Creatng the Hello World build for Android 41
Time for acton – creatng an Android build 42
Time for acton – loading an app on your Android device 44
Summary 47
Chapter 2: Lua Crash Course and the Corona Framework 49
Lua to the rescue 49
Valuable variables 50
Global variables 50
Local variables 50
Table felds (propertes) 51
Assignment conventons 52
Types of values 53
Time for acton – printng values using blocks 54
Expressions 55
Arithmetc operators 56
Relatonal operators 56
Logical operators 57
Concatenaton 57
Length operator 57
Precedence 58
Strings 59
Quotng strings 59
Time for acton – getng our hands full of strings 59
Tables 61
Passing a table as an array 62
Altering contents in a table 62
Populatng a table 63
Objects 63
Display objects 64
Display propertes 64
Object methods 65
Images 66
Loading an image 67
Image autoscaling 67
Time for acton – placing images on screen 68
Runtme confguraton 70
Dynamic content scaling 70
Dynamic content alignment 71
Dynamic image resoluton 72
Frame rate control and ant-aliasing 72
Time for acton – scaling display objects on multple devices 73
Dynamic resoluton images 74
Time for some shapes 76
Applying stroke width, fll color, and stroke color 76
Text, text, text 77
Applying color and string value 77
Functons 78
Defning a functon 78
More display functons 79
Content size propertes 80
Optmizing your workfow 81
Using memory efciently 81
Optmizing your display images 82
Summary 84
Chapter 3: Building our First Game: Breakout 85
Breakout—bringing back old-school gaming 86
Understanding Corona physics API 87
Setng up the physics world 87
Startng, pausing, and stopping physics 87
physics.setGravity 87
physics.getGravity 87
Tilt-based gravity 88
physics.setScale 88
physics.setDrawMode 88
physics.setPositonIteratons 90
physics.setVelocityIteratons 91
Confguring the applicaton 91
Build confguraton 91
Time for acton – adding build.setngs fle 91
Runtme confguraton 92
Time for acton – adding confg.lua fle 92
Building the applicaton 93
Displaying groups 94
display.newGroup() 94
Working with system functons 94
system.getInfo() 94
system.setAccelerometerInterval() 95
Time for acton – creatng variables for the game 96
Understanding events and listeners 99
Register events 100
Runtme events 100
enterFrame 101
accelerometer 101
Touch events 101
touch (single touch) 101
tap 102
Transitons 102
Creatng menu screens 103
Time for acton – adding the main menu screen 104
Creatng the gameplay scene 106
Time for acton – adding game objects 106
Time for acton – building bricks 107
Red alert! 110
Time for acton – displaying game messages 110
Summary 114
Chapter 4: Game Controls 115
Moving in the up directon 115
Let's get even more physical 116
physics.addBody() 116
Time for acton – startng physics for the paddle and ball 118
Paddle movement 119
Time for acton – dragging the paddle in the simulator 119
Time for acton – moving the paddle with accelerometer 120
Ball collision with paddle 121
Time for acton – making the ball bounce against the paddle 122
Removing objects from the scene 122
Variable references 123
Brick by brick 123
Time for acton – removing the bricks 124
Directonal changes 126
Time for acton – updatng the ball 126
Transitoning levels 128
Time for acton – resetng and changing levels 129
You windows some, you lose some 131
Time for acton – making windows and lose conditons 131
Actvatng event listeners 132
Collision events 133
Global collision listeners 133
Local collision listeners 134
Time for acton – adding game listeners 135
The results are in! 137
Summary 149
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