Gideros tutorial1/30/2023 This delay is necessary because Box2D locks its world while it is in the middle of updating itself. Note that in cases where an object should be removed from the scene (a brick has been hit, or the ball falls through the floor), the object is not immediately removed. = self.bodiesAdded + 1Ĭollisions between the ball and other objects (Bricks, Boundary, or the Paddle) are handled in the GameScene:onPostSolve() method, which is registered to listen for Box2D POST_SOLVE events. Store each physical body in a table with a unique key Local brick = Brick.new(self, lor, x, value.y, value.points)Ī key helper function called addChildAndBody() is used to add the graphical objects to the Gideros scene and then add the corresponding physical object to the self.bodies member variable: function GameScene:addChildAndBody(sprite) Local paddle = Paddle.new(self, lor, value.x, value.y) Local levelData = dataSaver.load("levels/".level) Local level = SETTINGS:get("currentLevel") Local body = :createBodyĬode in the “`GameScene:init()” parses this data, creates corresponding graphical and physical objects, and adds them to the scene: - Load the objects for the current level. This causes the ball to be affected by Box2D’s gravity. Note that the ball’s body is created as a Box2D DYNAMIC_BODY object. The body is a Box2D object, and it is stored inside the Ball class as a member variable. The physical representation of the Ball is defined in the Ball:createBody() function. Self.bitmap = Bitmap.new(:getTextureRegion("ball_".color.".png")) The graphical representation of the Ball is defined in the Ball:init() function: Ball = Core.class(Sprite)įunction Ball:init(level, color, x, y, impulseX, impulseY) Most of the interesting code has to do with using Box2D to detect collisions between the ball and other objects, and then react appropriately, so that’s what I will focus on in this article. In the same directory there are files for each of the two scenes in the game: These files are under the gibricks/code directory: The source code for GiBricks is structured in an objected oriented style, where each object in the game has its own Gideros class and corresponding. I used the Box2d physics engine, which comes built into Gideros Studio, to model the various physical objects in the game. Once you launch Gideros Studio, open the GiBricks.gproj file, and start the Gideros Player, you should see something like this:Īs you can see from the screenshot, GiBricks is inspired by the iconic Atari game Breakout. If you would like to run a local copy of GiBricks and be able to modify it, download the GiBricks source code from github and the Gideros Studio devlopment environment. In this article I will discuss some concepts that are key to creating a game like this. I recently spent a few days creating a demo 2D game called GiBricks using Gideros, and I was pleasantly surprised at how easy it was. However unlike Defold, Gideros is Open Source, and it doesn’t require access to a third party server to use. Like Defold, Gideros also supports live testing on target devices over wifi. Similar to Defold from King, it allows you to write your game once in Lua and deploy it to iOS, Android, HTML5, and other platforms. Gideros is a free game engine that makes it easy to create 2D mobile games.
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