It calls doubleIt() for each iteration. If the return value is 10 (i.di nuovo. 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 esatto learn some basic programming then I suggest you use some of the resources linked above onesto hone you skills.
Writing the partita
Writing basic programs mediante Circonferenza is simple. You only need concern yourself with one file, main.lua, and let Corona do all the heavy ritidectomia. The partita we are going puro write is per simple “tap” gioco. A balloon or per bomb will fail down the screen. If the player taps on the balloon they risultato per point, they tap on verso bomb then the conteggio will divided by 2, as per penalty. To write the code you need sicuro edit main.lua. You can do this per any text editor.
The Disco SDK has a built-sopra 2D physics engine, which makes building games very easy. The first step in writing the gioco is onesto initialize the physics engine:
The code is fairly self-explanatory. The bigarre physics is loaded and initialized, it is assigned onesto the variable physics. Esatto enable the engine physics.start() is called.
Next we create some helpful variables which will be useful not only for this simple gioco, omgchat 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 a .png) and displays it on the screen. Video objects are rendered per layers, so since this is the first image we are putting on the screen then it will always be the preparazione (unless the code explicitly does something puro change that). The parameters halfW and halfH tell Circolo puro place the image per the middle.
The first line of balloonTouched() checks we are con the “began” phase
At this point you can run the code con the emulator and see the background image. If you save the file then the emulator will sorcio that the file has changed and offer to relaunch. If that doesn’t happen then use File->Relaunch.
Since the user will punteggio points for tapping on balloons, we need to initialize a conteggio variable and display the conteggio on the screen:
The risultato will be kept con the imaginatively named variable score, and scoreText is the object which displays the conteggio. Like newImage(), newText() put something on the screen, sopra this case text. Since scoreText is per global variable then we can change the text at any point. But we will get puro that soon.
The code above defines a function called balloonTouched() which will be called every time verso balloon is tapped. We haven’t yet told Ruota esatto call this function every time the balloon is tapped, that will come later, but when we do this is the function that gets called.
Tap or touch events have several stages, many to support dragging. The user puts their finger on an object, this is the “began” phase. If they slide their finger durante any direction, that is the “moved” phase. When the user lifts their finger from the screen, that is the “ended” phase.
We want to remove the balloon and increment the conteggio as soon as posible. If the function is called again for other phases like “ended” then the function does nothing.