A frequently asked question from game developers new to Corona/Lua is
Corona does not have a
To begin, create a new empty Lua file within your project directory. Name this file score.lua
. Open the file in your text editor and insert the following code:
local M = {} M.score = 0 -- Set the score to 0 initially function M.init( options ) local customOptions = options or {} local opt = {} opt.fontSize = customOptions.fontSize or 24 opt.font = customOptions.font or native.systemFont opt.x = customOptions.x or display.contentCenterX opt.y = customOptions.y or opt.fontSize*0.5 opt.maxDigits = customOptions.maxDigits or 6 opt.leadingZeros = customOptions.leadingZeros or false local prefix = "" if ( opt.leadingZeros ) then prefix = "0" end M.format = "%" .. prefix .. opt.maxDigits .. "d" -- Create the score display object M.scoreText = display.newText( string.format( M.format, 0 ), opt.x, opt.y, opt.font, opt.fontSize ) return M.scoreText end return M
Here, we first set up a basic module M
—score
property for the M
table and initially set it to 0
. For the init()
function, we accept one parameter, options
, which is a Lua table of
fontSize
— The size of the displayed score text.font
— The font used for the displayed score text. See the Using Custom Fonts guide for details on using custom fonts within a Corona app.x
— The x location to draw the score display.y
— The y location to draw the score display.maxDigits
— The estimated maximum number of digits for the score.leadingZeros
— true
or false
depending on whether you want leading zeros.If any of the supported options are not specified, we fall back to reasonable defaults, in this case the default system font at 24 point size, centered at the top of the screen, with a maximum of 6 digits.
We could extend this with alignment properties and other settings. For example, we could add options to control the anchor point for
The score text uses the string.format()
API to format the number. Here, the string will either be prefixed by spaces or by zeros, depending on the settings. This format setting is also saved to the module (M.format
) for usage in other functions. For more details on string formatting, please see the Formatting String Values tutorial.
Next, let’s include some functions for setting, getting, and adding to the score:
function M.set( value ) M.score = tonumber(value) M.scoreText.text = string.format( M.format, M.score ) end function M.get() return M.score end function M.add( amount ) M.score = M.score + tonumber(amount) M.scoreText.text = string.format( M.format, M.score ) end return M
Let’s quickly inspect these three new functions:
If we call the set()
function, the score display object (M.scoreText
) will visibly update to the new value.
The get()
method simply returns the current score for some other use.
The add()
function allows us to add a value to the current score and update the display object. While this concept could be extended to an additional “subtract” function, it would be more efficient to just pass a negative value as amount
.
The last thing our module needs is the ability to save and load the score. This is essential functionality if the score must be saved as a high score, in which case it must persist between app sessions:
function M.save() local saved = system.setPreferences( "app", { currentScore=M.score } ) if ( saved == false ) then print( "ERROR: could not save score" ) end end function M.load() local score = system.getPreference( "app", "currentScore", "number" ) if ( score ) then return tonumber(score) else print( "ERROR: could not load score (score may not exist in storage)" ) end end return M
Both of these functions are relatively straightforward:
The save()
function saves the current score (M.score
) to the app’s local storage under the key currentScore
. If the process fails, it outputs an error message to the console.
The load()
function loads the associated key from the app’s local storage and sets it to the variable score
. If the process succeeds, it returns that value, otherwise it outputs an error message to the console.
With our score.lua
module created and the basic functions written, we can now use it within our app. In another scene or Lua module, for instance, the score module can be implemented like this:
local score = require( "score" ) local scoreText = score.init( { fontSize = 20, font = "CoolCustomFont.ttf", x = display.contentCenterX, y = 30, maxDigits = 7, leadingZeros = true })
The first line is the mandatory require()
line which includes the score.lua
module in the project, providing access to all of the functions we wrote above. The second block calls the module’s init()
function with a series of basic parameters. This creates the text display, centers it near the top of the screen, and sets it to a
From this point, the following actions can be executed with just one line:
Command | Result |
---|---|
score.set( value ) |
Sets the score to value . |
local currentScore = score.get() |
Gets the current score. |
score.add( value ) |
value to the current score. |
score.save() |
Saves the score to local storage. |
local savedScore = score.load() |
Loads the previously-saved score. |
Hopefully this tutorial illustrates just how easy it is to work with scores in Corona, including saving and loading scores to the device for persistence between app sessions.