Corona Game Example: OOP, Scope, and Box2D Collisions – Part 1

I took a break from working on another side project to devote my Sunday and part of my Monday to playing more with Corona. Specifically, I wanted to:

  • Learn how to do better OOP in Lua
  • Learn how to extend the base Corona GUI classes like Group
  • Learn about collision detection via their Box2D implementation

Mutha-grabbin success.

I set out to re-build 1942. It’s the perfect Corona game in that it has a lot collisions, sprites, and simple bitmap animations. I want to talk about what I learned in my 2 days. If you’re not familiar with Lua and know some ActionScript, hit my Lua for ActionScript Programmers Crash Course and check out a more simple example first. Here’s a quick sample video. You can download/follow the code on Github.

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Lua for ActionScript Developers: Crash Course

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Preface

I needed a break from Flex for mobile, and wanted to see if there were any other good application frameworks that allowed you to deploy to multiple devices beyond Adobe AIR. Tony Lukasavage had written about a few recently, and Matt Guest had written about his quick experience using Corona for games based on the buzz around Robert Nay, the 14 year old who knocked Angry Birds out of the top mobile game slot via Bubble Ball.

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Sales Chronicles #1: Holy Fish I Suck at Sales

Introduction

In trying to grow my business, I’ve realized I need to either A) hire a salesman or B) learn sales.  A isn’t working out, so I’m picking up the torch.  I wanted to write out today what I’m doing wrong in hopes to help other freelancers, contractors, consultants, and those wishing to grow their business.  These don’t have anything to do with software. Instead they have to do with engaging with clients.

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When You Do It Right, And On Time

Tim Oxley posted on Twitter a common frustration I experienced for 5 years.

If I rush it, there are errors, if I take my time to get it right, it takes too long. I hate this industry.

Around 2005, I stopped having this problem. Whether that’s the 10,000 hours rule, or the 5 year rule (can’t find citation, but it’s out there), that’s when I stopped hating my code after I wrote it. I clearly hadn’t mastered programming, nor Flash, yet life was a lot more enjoyable when a task/milestone/project was complete.

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