The main code is a for loop from 1 esatto 10

The main code is a for loop from 1 esatto 10

It calls doubleIt() for each iteration. If the return value is 10 (i.ed. 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 esatto 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 in Ruota is simple. You only need concern yourself with one file, main.lua, and let Circolo do all the heavy lifting. The game we are going sicuro write is per simple “tap” gioco. Per balloon or verso bomb will fail down the screen. If the player taps on the balloon they conteggio a point, they tap on per bomb then the conteggio will divided by 2, as per penalty. Onesto write the code you need preciso edit main.lua. You can do this in any text editor.

The Cerchio SDK has a built-sopra 2D physics engine, which makes building games very easy. The first step mediante writing the partita is esatto initialize the physics engine:

The code is fairly self-explanatory. The bigarre physics is loaded and initialized, it is assigned onesto the variable physics. To enable the engine physics.start() is called.

Next we create some helpful variables which will be useful not only for this simple game, 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 schermo object also has lots of useful functions. The newImage() function reads an image file (durante this case per .png) and displays it on the screen. Video objects are rendered mediante layers, so since this is the first image we are putting on the screen then it will always be the retroterra (unless the code explicitly does something sicuro change that). The parameters halfW and halfH tell Cerchio sicuro place the image in the middle.

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

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

Since the user will score points for tapping on balloons, we need esatto initialize a punteggio variable and display the conteggio on the screen:

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

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

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

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

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