This is the second installment in our Corona SDK Unblock Puzzle game tutorial. In today’s tutorial, we’ll add to our interface by creating the interactive elements of the unblock game. Read on!
Where We Left Off. . .
Please be sure to check part 1 of the series to fully understand and prepare for this tutorial.
Step 1: Start Button Listeners
This function adds the necesary listeners to the TitleView buttons.
function startButtonListeners(action) if(action == 'add') then playBtn:addEventListener('tap', showGameView) creditsBtn:addEventListener('tap', showCredits) else playBtn:removeEventListener('tap', showGameView) creditsBtn:removeEventListener('tap', showCredits) end end
Step 2: Show Credits
The credits screen is shown when the user taps the about button, a tap listener is added to the credits view to remove it.
function showCredits:tap(e) playBtn.isVisible = false creditsBtn.isVisible = false creditsView = display.newImage('credits.png', 0, display.contentHeight) lastY = titleBg.y transition.to(titleBg, {time = 300, y = (display.contentHeight * 0.5) - (titleBg.height + 40)}) transition.to(creditsView, {time = 300, y = (display.contentHeight * 0.5) + 35, onComplete = function() creditsView:addEventListener('tap', hideCredits) end}) end
Step 3: Hide Credits
When the credits screen is tapped, it’ll be tweened out of the stage and removed.
function hideCredits:tap(e) transition.to(creditsView, {time = 300, y = display.contentHeight + 25, onComplete = function() creditsBtn.isVisible = true playBtn.isVisible = true creditsView:removeEventListener('tap', hideCredits) display.remove(creditsView) creditsView = nil end}) transition.to(titleBg, {time = 300, y = lastY}); end
Step 4: Show Game View
When the Start button is tapped, the title view is tweened and removed revealing the game view. There are many parts involved in this view so we’ll split them in the next steps.
function showGameView:tap(e) transition.to(titleView, {time = 300, x = -titleView.height, onComplete = function() startButtonListeners('rmv') display.remove(titleView) titleView = nil end})
Step 5: Game Background
This code places the game background image on the stage:
-- Game BG gameBg = display.newImage('gameBg.png', 10, 10)
Step 6: Movements TextField
Next we add the movements textfield to the stage. This will count the number of moves done by the player.
-- Movements Textfield movements = display.newText('0', 211, 66, display.systemFont, 16) movements:setTextColor(224, 180, 120)
Step 7: Create Level
This part creates the blocks defined in the Level variable using a double for statement.
-- Create Level hblocks = display.newGroup() vblocks = display.newGroup() for i = 1, #l1 do for j = 1, #l1[1] do if(l1[i][j] == 1) then local v = display.newImage('vrect.png', 10 + (j * 50)-50, 120 + (i * 50)-50) v:addEventListener('touch', dragV) vblocks:insert(v) elseif(l1[i][j] == 2) then local h = display.newImage('hrect.png', 10 + (j * 50)-50, 120 + (i * 50)-50) h:addEventListener('touch', dragH) hblocks:insert(h) elseif(l1[i][j] == 3) then s = display.newImage('square.png', 10 + (j * 50)-50, 120 + (i * 50)-49) s:addEventListener('touch', dragH) end end end gameListeners('add') end
Step 8: Game Listeners
This function adds the necessary listeners to start the game logic.
function gameListeners(action) if(action == 'add') then Runtime:addEventListener('enterFrame', update) else Runtime:removeEventListener('enterFrame', update) end end
Step 9: Horizontal Drag
The next function handles the horizontal drag of the blocks.
function dragH(e) e.target.lastX = 0 local currentX = 0 local initX = 0 if(e.phase == 'began') then e.target.lastX = e.x - e.target.x initX = e.target.x movements.text = tostring(tonumber(movements.text) + 1) elseif(e.phase == 'moved') then e.target.x = e.x - e.target.lastX currentX = e.target.x -- Calculate direction if(initX < currentX) then dir = 'hl' --horizontal-left elseif(initX > currentX) then dir = 'hr' --horizontal-right end end end
Step 10: Vertical Drag
Now we create the vertical drag function.
function dragV(e) e.target.lastY = 0 local currentY = 0 local initY = 0 if(e.phase == 'began') then e.target.lastY = e.y - e.target.y initY = e.target.y movements.text = tostring(tonumber(movements.text) + 1) elseif(e.phase == 'moved') then e.target.y = e.y - e.target.lastY currentY = e.target.y -- Calculate direction if(initY < currentY) then dir = 'vu' --Vertical-upwards elseif(initY > currentY) then dir = 'vd' --Vertical-downwards end end end
Step 11: Hit Test Function
We’ll use an excellent and useful function for collision detection without physics. You can find the original example and source at the CoronaLabs Code Exchange web site.
function hitTestObjects(obj1, obj2) local left = obj1.contentBounds.xMin <= obj2.contentBounds.xMin and obj1.contentBounds.xMax >= obj2.contentBounds.xMin local right = obj1.contentBounds.xMin >= obj2.contentBounds.xMin and obj1.contentBounds.xMin <= obj2.contentBounds.xMax local up = obj1.contentBounds.yMin <= obj2.contentBounds.yMin and obj1.contentBounds.yMax >= obj2.contentBounds.yMin local down = obj1.contentBounds.yMin >= obj2.contentBounds.yMin and obj1.contentBounds.yMin <= obj2.contentBounds.yMax return (left or right) and (up or down) end
Step 12: Vertical Borders
This code limits the movement by creating virtual borders.
function update(e) -- Vertical Borders for i = 1, vblocks.numChildren do if(vblocks[i].y >= 370) then vblocks[i].y = 370 elseif(vblocks[i].y <= 170) then vblocks[i].y = 170 end
Step 13: Collisions
Here we handle the collisions between the vertical and horizontal blocks.
-- Hit Test if(hitTestObjects(vblocks[i], hblocks[i]) and dir == 'vu') then vblocks[i].y = hblocks[i].y + 75 elseif(hitTestObjects(vblocks[i], hblocks[i]) and dir == 'vd') then vblocks[i].y = hblocks[i].y - 75 end if(hitTestObjects(vblocks[i], hblocks[i]) and dir == 'hr') then hblocks[i].x = vblocks[i].x + 75 elseif(hitTestObjects(vblocks[i], hblocks[i]) and dir == 'hl') then hblocks[i].x = vblocks[i].x - 75 end if(hitTestObjects(s, vblocks[i])) then s.x = vblocks[i].x - 50 end end
Step 14: Horizontal Borders
This code limits the movement horizontally by creating virtual borders.
-- Horizontal Borders for j = 1, hblocks.numChildren do if(hblocks[j].x >= 260) then hblocks[j].x = 260 elseif(hblocks[j].x <= 60) then hblocks[j].x = 60 end end -- Square if(s.x >= 320) then display.remove(s) display.remove(vblocks) display.remove(hblocks) alert() elseif(s.x <= 35) then s.x = 35 end end
Step 15: Alert
The alert function stops the game, displays a message and removes the active listeners.
function alert() gameListeners('rmv') local alertView = display.newImage('alert.png', 80, display.contentHeight * 0.5 - 41) transition.from(alertView, {time = 300, y = -82}) endend end
Step 16: Call Main Function
In order to start the game, the Main function needs to be called. With the above code in place, we’ll do that here:
Main()
Step 17: Loading Screen
The Default.png file is an image that will be displayed right when you start the application while the iOS loads the basic data to show the Main Screen. Add this image to your project source folder, it will be automatically added by the Corona compiler.
Step 18: Icon
Using the graphics you created before, you can now create a nice and good looking icon. The icon size for the non-retina iPhone icon is 57x57px, but the retina version is 114x114px and the iTunes store requires a 512x512px version. I suggest creating the 512×512 version first and then scaling down for the other sizes.
It doesn’t need to have the rounded corners or the transparent glare; iTunes and the iPhone will do that for you.
Step 19: Testing in the Simulator
It’s time to do the final test. Open the Corona Simulator, browse to your project folder, and then click open. If everything works as expected, you are ready for the final step!
Step 20: Build
In the Corona Simulator go to File > Build and select your target device. Fill the required data and click build. Wait a few seconds and your app will be ready for device testing and/or submission for distribution!
Conclusion
In this tutorial you learned how to make our interface come to life by allowing the user to interact with the game’s pieces. Experiment with the final result and try to make your own custom version of the game! I hope you liked this tutorial series and found it helpful. Thank you for reading!