Corona SDK HOTSHOT

A detailed guide with 10 projects specifically designed to expand the fundamentals of this exciting mobile development platform!

Corona SDK HOTSHOT

Nevin Flanagan

1 customer reviews
A detailed guide with 10 projects specifically designed to expand the fundamentals of this exciting mobile development platform!
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Book Details

ISBN 139781849694308
Paperback334 pages

Book Description

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.

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.

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.

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.

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!

Table of Contents

Chapter 1: Bat Swat – An Introduction to App Event Cycles
What do we build?
Describing the game
Defining the event flow
Creating the objects
Creating the interface
Adding the Shell
Tracking high scores
Adding finishing touches
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 2: SuperCargo – Using Events to Track Game Progress
What do we build?
Describing the game
Loading a level from a file
Displaying the map contents
Adding the interface
Making the game playable
Adding the Shell component
Supporting Undo
Preserving game history
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 3: TranslationBuddy – Fast App Development for any Field
What do we build?
Summarizing the design
Creating the account
Assembling the translator
Displaying results
Soliciting input
Maintaining a history
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 4: Deep Black – Processing Mobile Device Input
What do we build?
Creating the player and receiving events
Processing raw physical events
Bridging physical events to game events
Creating the world rules
Creating enemies and controlling collisions
Responding to fire controls and creating bullets
Responding to collisions and handling lives
Recognizing kills and recording scores
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 5: Atmosfall – Managing Game Progress with Coroutines
What do we build?
Tracking progress through the level
Constructing the enemy behavior
Creating a schedule
Scripting behavior
Controlling the boss
Cleaning up and making the game playable
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 6: Predation – Creating Powerful Visuals from Simple Effects
What do we build?
Planning the dissolve
Applying the dissolve
Planning the splatter
Assembling the splatter layers
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 7: Caves of Glory – Mastering Maps and Zones
What do we build?
Parsing a level file
Displaying objects
Creating an efficient background
Scrolling around a large level
Interacting with objects
Defining a chapter
Creating scenes for datafiles
Linking scenes together
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 8: The Beat Goes On – Integrating with Game Networks
What do we build?
Tracking multiple touches
Comparing touches with targets
Loading and playing music
Enabling Game Center on the Provisioning Portal
Enabling Game Center on iTunes Connect
Initializing a game network connection
Updating and reading a leaderboard
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 9: Into the Woods – Computer Navigation of Environments
What do we build?
Structuring the A* algorithm
Writing a custom iterator
Selecting costs for neighboring tiles
Sorting likely routes using a heap
Writing a heuristic function
Connecting all the elements
Using the implementation to find a path
Moving based on path selection
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 10: Underfoot – Selectively Leveraging the Physics System
What do we build?
Building physics for the map
Making characters interact with the world
Responding to collisions with other characters
Bouncing off enemies as appropriate
Controlling gravity to enable climbing
Selecting collisions by manipulating contacts
Adding polish with custom fonts
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge

What You Will Learn

  • Loading maps and regions from simple, editable file formats.
  • Using included interface elements to create usable app front ends fast
  • Connecting to external services to get data and request actions
  • Filtering collisions to improve performance and simplify game logic
  • Responding to multiple touches as well as tilt and shake input
  • Connecting to game networks to share high scores and achievements
  • Controlling characters and enemies in games easily by writing AI scripts
  • Controlling physics interactions to create fully controllable game behaviour

Authors

Table of Contents

Chapter 1: Bat Swat – An Introduction to App Event Cycles
What do we build?
Describing the game
Defining the event flow
Creating the objects
Creating the interface
Adding the Shell
Tracking high scores
Adding finishing touches
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 2: SuperCargo – Using Events to Track Game Progress
What do we build?
Describing the game
Loading a level from a file
Displaying the map contents
Adding the interface
Making the game playable
Adding the Shell component
Supporting Undo
Preserving game history
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 3: TranslationBuddy – Fast App Development for any Field
What do we build?
Summarizing the design
Creating the account
Assembling the translator
Displaying results
Soliciting input
Maintaining a history
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 4: Deep Black – Processing Mobile Device Input
What do we build?
Creating the player and receiving events
Processing raw physical events
Bridging physical events to game events
Creating the world rules
Creating enemies and controlling collisions
Responding to fire controls and creating bullets
Responding to collisions and handling lives
Recognizing kills and recording scores
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 5: Atmosfall – Managing Game Progress with Coroutines
What do we build?
Tracking progress through the level
Constructing the enemy behavior
Creating a schedule
Scripting behavior
Controlling the boss
Cleaning up and making the game playable
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 6: Predation – Creating Powerful Visuals from Simple Effects
What do we build?
Planning the dissolve
Applying the dissolve
Planning the splatter
Assembling the splatter layers
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 7: Caves of Glory – Mastering Maps and Zones
What do we build?
Parsing a level file
Displaying objects
Creating an efficient background
Scrolling around a large level
Interacting with objects
Defining a chapter
Creating scenes for datafiles
Linking scenes together
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 8: The Beat Goes On – Integrating with Game Networks
What do we build?
Tracking multiple touches
Comparing touches with targets
Loading and playing music
Enabling Game Center on the Provisioning Portal
Enabling Game Center on iTunes Connect
Initializing a game network connection
Updating and reading a leaderboard
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 9: Into the Woods – Computer Navigation of Environments
What do we build?
Structuring the A* algorithm
Writing a custom iterator
Selecting costs for neighboring tiles
Sorting likely routes using a heap
Writing a heuristic function
Connecting all the elements
Using the implementation to find a path
Moving based on path selection
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge
Chapter 10: Underfoot – Selectively Leveraging the Physics System
What do we build?
Building physics for the map
Making characters interact with the world
Responding to collisions with other characters
Bouncing off enemies as appropriate
Controlling gravity to enable climbing
Selecting collisions by manipulating contacts
Adding polish with custom fonts
Game over – wrapping it up
Can you take the HEAT? The Hotshot Challenge

Book Details

ISBN 139781849694308
Paperback334 pages
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