The main code is per for loop from 1 onesto 10

It calls doubleIt() for each iteration. If the return value is 10 (i.ancora. 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 esatto follow. If you are looking onesto learn some basic programming then I suggest you use some of the resources linked above esatto hone you skills.

Writing the gioco

Writing basic programs durante Circonferenza is simple. You only need concern yourself with one file, main.lua, and let Circolo do all the heavy ritidectomia. The partita we are going onesto write is a simple “tap” partita. 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 score will divided by 2, as verso penalty. To write the code you need to edit main.lua. You can do this in any text editor.

The Circolo SDK has verso built-per 2D physics engine, which makes building games very easy. The first step durante writing the gioco is to initialize the physics engine:

The code is fairly self-explanatory. The module physics is loaded and initialized, it is assigned sicuro 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 gioco, 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 monitor object also has lots of useful functions. The newImage() function reads an image file (con this case per .png) and displays it on the screen. Video objects are rendered con layers, so since this is the first image we are putting on the screen then it will always be the background (unless the code explicitly does something esatto change that). The parameters halfW and halfH tell Circolo onesto place the image sopra the middle.

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

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

Since the user will conteggio points for tapping on balloons, we need to initialize per conteggio variable and display the risultato 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, con this case text. Since scoreText is a global variable then we can change the text at any point. But we will get to that soon.

The code above defines per function called balloonTouched() which will be called every time a balloon is tapped. We haven’t yet told Cerchio sicuro call this function every time the balloon is tapped, that will ad esempio later, but when we do this is the function that gets called.

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

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

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