

Mobile gaming has grown ahead of the computer gaming system. The gaming industry has taken the future of mobile gaming by storm. The sale of tablets and mobiles has highlighted the immense rise in downloading cloud gaming apps and money games. name = "coin01" then - nothing here elseif other. name = "player1" then - nothing here elseif other. filter = function ( item, other ) if other. bulletsnd : play () sound : setVolume ( 0.1 ) local bullet01 = Sprite_Maker. flip, 1 ) end function LevelX : shoot () local sound = self. y = nexty xsprite : setPosition ( xsprite.


currentanim = "jump_down" end end - keyboard handling if xsprite. bullets, 1, - 1 do local sprite = self. deltaTime ) end - bullets hit for b = # self. bullets, 1, - 1 do self : updateBullets ( self. deltaTime ) else print ( "you lose!" ) - scenemanager:changeScene("gameover", 3, transitions, easing.outBack) end - bullets for b = # self. lives > 0 then self : updatePlayer1 ( self. camera : setPosition ( offsetX, offsetY ) - player1 if self. player1 : getScaleX ()) local offsetY = - ( playerposy - ( 4.5 * 64 ) * self. camera : getScale () local offsetX = - ( playerposx - application : getContentWidth () / 2 + self. player1 : getPosition () playerposx, playerposy = playerposx * self. onTransitionOutEnd, self ) end - GAME LOOP function LevelX : onEnterFrame ( e ) - camera follows player local playerposx, playerposy = self. onTransitionOutBegin, self ) self : addEventListener ( "exitEnd", self. onTransitionInEnd, self ) self : addEventListener ( "exitBegin", self. onTransitionInBegin, self ) self : addEventListener ( "enterEnd", self. new ( "audio/coin.wav" ) - LISTENERS self : addEventListener ( "enterBegin", self.

y, tile : getWidth (), tile : getHeight ()) else print ( "unknown object type" ) end end else print ( "unknown layer type" ) end end - AUDIO self. name = "exit" tile : setPosition ( object. new ( "gfx/doors/door.png" ) local tile = Bitmap. h * coin01 : getScaleY ()) elseif objectName = "exit" then local texture = Texture. h * enemy : getScaleY ()) elseif objectName = "c01" then local coin01 = Sprite_Maker. name = "exit" then -return "cross" else return "slide" end end self. name = "enemy02" then -return "cross" elseif other. h * enemy : getScaleY ()) elseif objectName = "e02" then local enemy = Sprite_Maker. player1 : getScaleY ()) elseif objectName = "e01" then local enemy = Sprite_Maker. name = "exit" then return "cross" else return "slide" end end self. name = "bullet01" then return "cross" elseif other. name = "coin01" then return "cross" elseif other. new ( "player1", "gfx/player/HQ_Trooper_all.png", 6, 13, object. name - type of object if objectName = "player" then - process player start location self. objects for i = 1, # objects do local object = objects local objectName = object. name if layerType = "imagelayer" then - process image layer here elseif layerType = "objectgroup" then local objects = layer. layers for i = 1, # layers do local layer = layers local layerType = layer. bg, true ) - TILED: process the tiled layers local level = loadfile ( "tiled/a" )() local layers = level. image, false, - TILED: the level map CBumpTiled. lastgid then return tileset end end end function CBumpTiled : init ( filename, xworld, xlayer, xtop ) - Bits on the far end of the 32-bit global tile ID are used for tile flags (flip, rotate) local FLIPPED_HORIZONTALLY_FLAG = 0x80000000 local FLIPPED_VERTICALLY_FLAG = 0x40000000 local FLIPPED_DIAGONALLY_FLAG = 0x20000000 local map = loadfile ( filename )() for i = 1, # map. class ( Sprite ) local function gid2tileset ( map, gid ) for i = 1, # map. usage -local map = CBumpTiled.new("tiled/a", world, bg, true) - where world is the cbump world - bg is a sprite layer (here a background sprite layer) - true if only foreground is added to cbump collision world CBumpTiled = Core.
