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by Frank W. Zammetti
Learn Corona SDK Game Development
Title Page
Dedication
Contents at a Glance
Contents
About the Author
About the Technical Reviewer
Acknowledgments
Introduction
Part 1: Get Ready . . . Get Set . . .
Chapter 1: Say Hello to My Little Friend: The Corona SDK
A Long Time Ago In a School (Perhaps) Far, Far Away . . .
Back to the Future
Hey, Wait, Isn’t This Book about the Corona SDK?!
Corona: History at a Glance
A Tool That Works for You
Baby-Steppin’ It
Summary
Chapter 2: The Pillar of Creation: Lua
A Jack of All Trades
The Bare Necessities: Lexicology
The Keys to Success: Keywords
Making a Statement: Commenting
A Place for Your Stuff: Variables, Values, and Types
Expressing Yourself: Expressions and Operators
Let’s Table This Discussion: The Mythical “Table”
Getting Functional: All about Functions
Taking Control: Control Structures
Knocked for a Loop: The for, while, and repeat Constructs
Compartmentalizing: Modules
Variations on a Theme: Changes Made to Lua in Corona
Summary
Part 2: Go!
Chapter 3: Basic Application Structure
The Year Is 2258 . . . The Name of the Place . . . err, Game . . .
Mapping out the Astro Rescue Game
You’re Sceneing Things: The Storyboard API
Back to the Beginning: The main.lua file
Utilities
Even Further Back: build.settings and config.lua
Summary
Chapter 4: Title, Menu, and Settings Scenes
Welcome, Ladies and Gents: The Title Scene
What’ll You Have? The Menu Scene
The Choice Is Yours: The Settings Scene
Summary
Chapter 5: The Game, Part 1: Core Game Code
The Game Scene Kicks It All Off
Getting to the Heart of the Matter: The gameCore Object
Summary
Chapter 6: The Game, Part 2: Main Loop
enterFrame
processShip
processColonist
processFuelPod
showFuelPod
processAlienUFO
showAlienUFO
showDeadPopup
showEnteredBayPopup
More on Native UI
Summary
Chapter 7: The Game, Part 3: Player Control Input
Handling Touch Input
Handling Accelerometer Input
Updating Audio and Animations
More on Input Handling with Corona
Summary
Chapter 8: The Game, Part 4: Collision Events
When Worlds Collide
Forward unto the Code
Show Me The Boom!
Are We on “E” Yet?
Summary
Chapter 9: Wrapping Up
A Few Variables to Start
Creating the Scene
Other Scene Methods
Touch Events
Kicking It All Off
Summary
Part 3: The Postgame Show
Chapter 10: Odds and Ends
Files Are So Passé: SQLite Database
Talkin’ to the Outside World: Network Access
LUAFileSystem
Ads
In-App Purchases
Social Gaming
Analytics
Summary
Chapter 11: Testing and Publishing
Feed the Robot: Building for Android
An Apple a Day: Build for iOS
The App Store Model of Distribution
The Only Game in Town for iOS: The Apple App Store
Summary
Index
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Copyright
Learn Corona SDK Game Development
Frank W. Zammetti
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