Gideros mobile game development

With Gideros you can develop games for both iOS and Android faster and more simply. This book shows you how with a real-life project you undertake yourself. All that’s required is a little familiarity with Lua. Develop engaging iOS and Android mobile games quickly and efficiently Build your very fir...

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Detalles Bibliográficos
Autor principal: Sosins, Arturs (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing 2013.
Edición:1st edition
Colección:Community experience distilled
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627670706719
Tabla de Contenidos:
  • Intro
  • Gideros Mobile Game Development
  • Table of Contents
  • Gideros Mobile Game Development
  • Credits
  • Foreword
  • About the Author
  • About the Reviewers
  • www.PacktPub.com
  • Support files, eBooks, discount offers and more
  • Why Subscribe?
  • Free Access for Packt account holders
  • Preface
  • What this book covers
  • What you need for this book
  • Who this book is for
  • Conventions
  • Reader feedback
  • Customer support
  • Downloading the example code
  • Errata
  • Piracy
  • Questions
  • 1. Setting Up the Environment
  • About Gideros
  • Installing Gideros
  • Requirements
  • Installing Gideros on Windows
  • Installing Gideros on Mac OS X
  • Installing Gideros on Linux
  • Creating your first project
  • Trying out Gideros Studio
  • Using the Gideros desktop player
  • Displaying graphical objects in Gideros Player
  • Displaying text
  • Displaying images
  • Drawing shapes
  • Using the Sprite class for groups and layers
  • Managing project settings
  • Automatic scaling
  • Automatic image resolution
  • Input settings
  • iOS-specific settings
  • Installing the device player
  • Installing the Android player
  • Installing the iOS player
  • Running the project on a device player
  • Exporting Gideros project
  • Summary
  • 2. Managing Scenes and Gideros OOP
  • Setting up our project
  • Handling scaled graphics with AutoScaling
  • Handling whitespaces
  • Ignoring automatic scaling for positioning
  • Creating scenes
  • Gideros OOP
  • Creating our first class
  • Gideros scene manager
  • Creating a global configuration file
  • Creating the start scene
  • Creating the about scene
  • Creating the options scene
  • Creating the settings class
  • Summary
  • 3. Implementing Game Logic
  • Implementing the main game scene
  • Using texture packs
  • Packing our textures
  • Using texture packs inside project
  • Using physics in Gideros.
  • Creating physical bodies
  • Running the world
  • Setting up world boundaries
  • Interaction with physical bodies
  • Handling Box2D collisions
  • Managing packs and levels
  • Defining packs
  • Creating LevelSelectScene
  • Generating a grid of levels
  • Switching between packs
  • Creating the GameManager class
  • Implementing unlocked levels logic
  • Reading level definitions
  • Completing the level
  • Summary
  • 4. Polishing the Game
  • Adding sounds
  • Adding background music
  • Adding sound effects
  • Adding high scores
  • Retrieving high scores
  • Updating high score on the screen
  • Creating animated game elements
  • Frame animations using MovieClip
  • Tweening elements with GTween
  • Improving gameplay
  • Changing level packs by using the swipe gesture
  • Starting with MouseDown
  • Continue with MouseMove
  • Ending with MouseUp
  • Adding event listeners
  • Modifying code for selecting levels
  • Implementing Mashballs magnet
  • Summary
  • Index.