Well display groups are basically sprites, images are basically bitmaps, all of the vector stuff maps to the Gideros Shape functions (although if you want more complex shapes see @NDoss's shape library).
Enter frame listeners are the same (as near as dammit is to swearing) and single touch listeners are pretty much the same as well - although you have to specify the up, down and move event listeners individually - even if you point them all to the same function.
The URLloader handles all the network access and there is nothing "official" to handle widgets (although there are a few third party libs - mine included).
The logic is obviously the same (lua is lua is lua), anything else specific you'll have to look at the docs (Gideros does have accelerometer and gps support).
Anything else can be provided via a plugin.
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
@john26, the mapping is as @Techdojo mentioned quite simple, the biggest point of difference is the dot notation '.' and the colon notation ':' which makes a large difference.
If you have a C*SDK experience, you might be used to object.x = 10 where as it will not spawn errors in Gideros but do nothing because you have to use object:setX(10)
And as I did mention, if you can wait a little more, a lot of Lua developers that have the same queries as you have will be answered so that you can 'port your apps by hand' or could use 3rd party libraries as this.
Opps forgot about the dot notation. All of the sprite properties in Gideros are accessed via setters and getters, in Corona you generally just hit the variable directly (that still catches me out in my code even now!)
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
@techdojo and @OZapps. Many thanks for your advice. @techdojo, when you say "widgets" do you mean Corona "native" objects like textboxes etc? Is it possible to get the soft keyboard to pop up in Gideros? I get the impression that Gideros Sprites are slightly different than Corona Groups in that they contain an object as well as children, whereas Corona groups are just containers of children and have no "image" of their own?
I was a little surprised to see Mouse Up and Down events as well as touch. I guess standard practice would be to map them to the same functions as you say. I guess the existence of these hints at future plans for OSX and Windows Apps?
Probably the biggest thing I noticed was the use of physics objects. It seems to me that Gideros does not update physics objects automatically but its up to the programmer to update them in the enterFrame loop? In a sense a physics body is invisible and its up to the programmer to "paint" a sprite on top (is this right?)
I was a bit confused about the difference between physics bodies and fixtures as well. I think Corona physics bodies have just one "fixture". Is that right?
@John26 Physics in most of the frameworks require the physics bodies (Box2D) to be updated in some form of a loop and require placing a sprite or a display object at the position of the physics body (which is basically a structure to hold the co-ordinates and properties).
Read up on Box2D to get a better idea of what each of these are...
@john26 - I was referring to the Corona widgets library (but that could include "native" textboxes as well).
I generally use Sprites as containers (like groups) and then use either Bitmaps or Shapes to actually display stuff.
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
The CSDK now contains the PropertyBag implementation as part of the library. There are some other cool features/functions that will get added that would help developers.
Is this project still alive because it would be very beneficial for me due to the vast amount of corona tuturials available. The amount of source code for certain tasks and even full games is the only thing in my opinion that gives corona an edge. It may just be me personally but learning from full example code, unless it's poorly written, is the best way for me to figure out things.
I think that there were some features missing to complete the compatibility layer, but since transferring to OpenGL ES 2 it may change. @OZApps could give a full response, but as far as I know @OZApps is not available due to family issues, so you would have to wait some time for his response
@Cyberience, Most of the developers that use Gideros (except the ones that come to it new) are generally using their own code than looking for a compatibility library. This was created at the time when there was a need for this type of a library. So there has been little work that has been done on this thereafter.
Audio is easy to use in Gideros and does not need an Interface, however it takes just a bit to incorporate audio to the same.
Guys, this project is closed for various reasons, 1. Most of the developers have made their own Libraries to do the same 2. The C*SDK API has changed 3. This was to help people transition, it does not seem that assistance is required 4. I have other things on my plate that are priority and cannot spend time on this for a couple of devs that *might* be interested. 5. With Plug-ins, @ar2rsawseen has brought a lot of power to Gideros with Media, etc. The Audio is easy to use, so there is no point of another abstraction layer.
So, in a broader sense, this project is closed.
Unless there are like 100's of users that put their money and say we want, which is not happening and so...
Comments
Enter frame listeners are the same (as near as dammit is to swearing) and single touch listeners are pretty much the same as well - although you have to specify the up, down and move event listeners individually - even if you point them all to the same function.
The URLloader handles all the network access and there is nothing "official" to handle widgets (although there are a few third party libs - mine included).
The logic is obviously the same (lua is lua is lua), anything else specific you'll have to look at the docs (Gideros does have accelerometer and gps support).
Anything else can be provided via a plugin.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
If you have a C*SDK experience, you might be used to object.x = 10 where as it will not spawn errors in Gideros but do nothing because you have to use object:setX(10)
And as I did mention, if you can wait a little more, a lot of Lua developers that have the same queries as you have will be answered so that you can 'port your apps by hand' or could use 3rd party libraries as this.
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Would love to see something done with @kwiksher and other 3rd party libraries/softwares (LevelHelper).
Likes: OZApps
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
I was a little surprised to see Mouse Up and Down events as well as touch. I guess standard practice would be to map them to the same functions as you say. I guess the existence of these hints at future plans for OSX and Windows Apps?
Probably the biggest thing I noticed was the use of physics objects. It seems to me that Gideros does not update physics objects automatically but its up to the programmer to update them in the enterFrame loop? In a sense a physics body is invisible and its up to the programmer to "paint" a sprite on top (is this right?)
I was a bit confused about the difference between physics bodies and fixtures as well. I think Corona physics bodies have just one "fixture". Is that right?
Thanks for answering my noob questions!
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Physics in most of the frameworks require the physics bodies (Box2D) to be updated in some form of a loop and require placing a sprite or a display object at the position of the physics body (which is basically a structure to hold the co-ordinates and properties).
Read up on Box2D to get a better idea of what each of these are...
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
I generally use Sprites as containers (like groups) and then use either Bitmaps or Shapes to actually display stuff.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
video :
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Ready for the ßeta (Early Adopter price : $50)
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Likes: KeepTrying
http://www.karnakgames.com/wp/gideros-svg-level-builder/
Thanks!
-Landon
Lead Coder and Designer
1: I notice the start of this thread is 1 year ago, so how close would we be to a release. and
2: Would this work with Audio?
---------------------------------------
Most of the developers that use Gideros (except the ones that come to it new) are generally using their own code than looking for a compatibility library. This was created at the time when there was a need for this type of a library. So there has been little work that has been done on this thereafter.
Audio is easy to use in Gideros and does not need an Interface, however it takes just a bit to incorporate audio to the same.
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
1. Most of the developers have made their own Libraries to do the same
2. The C*SDK API has changed
3. This was to help people transition, it does not seem that assistance is required
4. I have other things on my plate that are priority and cannot spend time on this for a couple of devs that *might* be interested.
5. With Plug-ins, @ar2rsawseen has brought a lot of power to Gideros with Media, etc. The Audio is easy to use, so there is no point of another abstraction layer.
So, in a broader sense, this project is closed.
Unless there are like 100's of users that put their money and say we want, which is not happening and so...
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps