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 puro follow. If you are looking preciso learn some basic programming then I suggest you use some of the resources linked above puro hone you skills.
Writing the gioco
Writing basic programs sopra Disco is simple. You only need concern yourself with one file, main.lua, and let Circolo do all the heavy lifting. The gioco we are going preciso write is per simple “tap” game. Per balloon or a bomb will fail down the screen. If the player taps on the balloon they score a point, they tap on a bomb then the risultato will divided by 2, as a penalty. Onesto write the code you need onesto edit main.lua. You can do this in any text editor.
The Corona SDK has per built-sopra 2D physics engine, which makes building games very easy. The first step mediante writing the gioco is preciso initialize the physics engine:
The code is fairly self-explanatory. The diversifie physics is loaded and initialized, it reveal is assigned preciso the variable physics. Onesto 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 monitor object also has lots of useful functions. The newImage() function reads an image file (per this case per .png) and displays it on the screen. Monitor objects are rendered sopra 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 sicuro change that). The parameters halfW and halfH tell Corona preciso place the image durante the middle.
The first line of balloonTouched() checks we are in the “began” phase
At this point you can run the code per the emulator and see the retroterra image. If you save the file then the emulator will notice that the file has changed and offer onesto relaunch. If that doesn’t happen then use File->Relaunch.
Since the user will punteggio points for tapping on balloons, we need sicuro initialize per punteggio variable and monitor the score on the screen:
The conteggio will be kept con the imaginatively named variable conteggio, and scoreText is the object which displays the punteggio. Like newImage(), newText() put something on the screen, in this case text. Since scoreText is verso global variable then we can change the text at any point. But we will get puro that soon.
The code above defines per function called balloonTouched() which will be called every time verso balloon is tapped. We haven’t yet told Circonferenza to 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 sopra any direction, that is the “moved” phase. When the user lifts their finger from the screen, that is the “ended” phase.
We want esatto 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.