Implementing Game Leaderboards

Implementing leaderboards is an activity which many developers want to understand so that they can include them among their game features. Corona supports various services for managing leaderboards including Google Play Games Services and Apple Game Center.

This tutorial will outline one way of setting up your game to use both Google Play Games Services and Apple Game Center.

Note

This tutorial does not outline setting up your game(s) in iTunes Connect or Google Play. Please refer to the many online resources for those instructions.

Collecting Information

Google

For Google Play Games Services, you will need to gather various details from the Google Play Developer Console, including:

  1. Your license key, a very long string found within the developer console.

  2. Your Google Play Games App ID.

  3. The string that identifies your leaderboard — this looks something like CgkA8kb12jK0onOQBg.

Keep record of all this information since you'll need to provide it to your Corona app.

Apple

Apple Game Center also requires you to gather some information for your app code. When you create a leaderboard, you'll be asked to give it a unique name. It's recommended that you follow the reverse-domain naming scheme such as com.yourdomain.yourgame.leaderboardname. Make a note of this since you'll need to specify it within your Corona app.

Project Settings

For each respective service, you'll need to include the information gathered above within specific areas of your Corona project.

Google

Details on the necessary Google Play Games Services settings can be found in the documentation, but here's an overview on the necessary aspects:

  1. Implement Google app licensing as outlined here and sign the .apk with a private key as outlined here.

  2. Ensure that you have enabled both Drive API and Google Play Developer API within the Google Play Developer Console.

  3. Add an entry into the plugins table of build.settings for the Google Play Games Services plugin:

settings = {

    plugins =
    {
        ["plugin.gpgs.v2"] =
        {
            publisherId = "com.coronalabs",
            supportedPlatforms = { android=true }
        },
    },
}
  1. Specify the Google Play Games App ID in the android table of build.settings as the googlePlayGamesAppId key:
settings = {

    android =
    {
        googlePlayGamesAppId = "YOUR_APPLICATION_ID",
    },
}

Apple

Apple Game Center is a bit easier — basically, just include the plugin within the plugins table of build.settings as follows:

settings =
{
    plugins =
    {
        ["CoronaProvider.gameNetwork.apple"] =
        {
            publisherId = "com.coronalabs"
        },
    },
}

Data Module

In the Goodbye Globals! tutorial, we outlined how to use a data module to share information between scenes and modules. This technique will be used again to store the various game networking plugin handles used in this tutorial.

  1. To begin, create a new blank Lua file named globalData.lua and save it to your project directory. Inside, include the following lines:
-- Pseudo-global space
local M = {}

return M
  1. Now, in the main.lua file, require() the data module and add two variables to its table, globalData.gpgs and globalData.gameCenter, both initially set to nil. These will hold the plugin handles for later use.
local globalData = require( "globalData" )
local json = require( "json" )

globalData.gpgs = nil
globalData.gameCenter = nil

Note that we also require() the JSON library. This is not essential for all implementations, but we'll use JSON in this tutorial to output game network response data to the console.

Platform Detection

Next, let's test to see what platform the user is on. If it's an Android device, we'll require() Google Play Games Services; if iOS, we'll require() Apple Game Center. Note that each respective inclusion is stored in the globalData handles configured above.

local globalData = require( "globalData" )
local json = require( "json" )

globalData.gpgs = nil
globalData.gameCenter = nil

local platform = system.getInfo( "platform" )
local env = system.getInfo( "environment" )

if ( platform == "android" and env ~= "simulator" ) then
    globalData.gpgs = require( "plugin.gpgs.v2" )
elseif ( platform == "ios" and env ~= "simulator" ) then
    globalData.gameCenter = require( "gameNetwork" )
end

Game Network Initialization

Now we're ready to initialize and log the user in to the proper game network. For this, we'll first need to add listener functions to handle game network initialization events. Since Lua is a one-pass compiler, you need to write your code in reverse order. The basic workflow is to initialize the plugin which will trigger an event that will be processed in a listener function.

This is one major point where Google Play Games Services and Apple Game Center differ. For Apple, the initialization process automatically logs the user in, but for Google, you must explicitly call a command to log the user in. Also, the GPGS v2 plugin no longer has a .init() call. You just to need to login.

-- Google Play Games Services initialization/login listener
local function gpgsInitListener( event )

    if not event.isError then
        if ( event.name == "login" ) then  -- Successful login event
            print( json.prettify(event) )
        end
    end
end

-- Apple Game Center initialization/login listener
local function gcInitListener( event )

    if event.data then  -- Successful login event
        print( json.prettify(event) )
    end
end
Note

You can perform additional tasks upon successful login, for instance requesting player information, but for the purpose of this tutorial, we simply output the values returned by the event.

With the listener functions in place, we can now initialize the game network depending on which platform the user is on:

-- Initialize game network based on platform
if ( globalData.gpgs ) then
    -- Initialize Google Play Games Services
    globalData.gpgs.login( { userInitiated=true, listener=gpgsInitListener } )

elseif ( globalData.gameCenter ) then
    -- Initialize Apple Game Center
    globalData.gameCenter.init( "gamecenter", gcInitListener )
end

Sending Scores to the Leaderboard

Now that we have the game network initialized and the user is logged in, we're ready to transmit scores. Normally you would do this after the game is over, or perhaps after the player accomplishes something noteworthy. If you're tracking the user's high score locally, you can choose to only transmit a score that you know to be a high score, or alternatively you can send the score to Google Play Games Services or Apple Game Center anyway and let the service decide if it needs to record a high score.

For this, similar to the initialization process, we'll need a listener function for submitted scores:

local function submitScoreListener( event )

    -- Google Play Games Services score submission
    if ( globalData.gpgs ) then

        if not event.isError then
            local isBest = nil
            if ( event.scores["daily"].isNewBest ) then
                isBest = "a daily"
            elseif ( event.scores["weekly"].isNewBest ) then
                isBest = "a weekly"
            elseif ( event.scores["all time"].isNewBest ) then
                isBest = "an all time"
            end
            if isBest then
                -- Congratulate player on a high score
                local message = "You set " .. isBest .. " high score!"
                native.showAlert( "Congratulations", message, { "OK" } )
            else
                -- Encourage the player to do better
                native.showAlert( "Sorry...", "Better luck next time!", { "OK" } )
            end
        end

    -- Apple Game Center score submission
    elseif ( globalData.gameCenter ) then

        if ( event.type == "setHighScore" ) then
            -- Congratulate player on a high score
            native.showAlert( "Congratulations", "You set a high score!", { "OK" } )
        else
            -- Encourage the player to do better
            native.showAlert( "Sorry...", "Better luck next time!", { "OK" } )
        end
    end
end

Note that because each network returns different data, we must test for the proper network and handle returned data independently.

With the listener function in place, we can now submit a score to either of the respective services. For this task, you will need the leaderboard identifiers that you acquired from Google or created for Apple. These must exactly match what the service is expecting.

For convenience later on, let's wrap this in a function which accepts a single score parameter:

local function submitScore( score )

    if ( globalData.gpgs ) then
        -- Submit a score to Google Play Games Services
        globalData.gpgs.leaderboards.submit(
        {
            leaderboardId = "CgkA8kb12jK0onOQBg",
            score = score,
            listener = submitScoreListener
        })

    elseif ( globalData.gameCenter ) then
        -- Submit a score to Apple Game Center
        globalData.gameCenter.request( "setHighScore",
        {
            localPlayerScore = {
                category = "com.yourdomain.yourgame.leaderboard",
                value = score
            },
            listener = submitScoreListener
        })
    end
end

Now, submitting a score is as easy as calling the submitScore() function, for example:

submitScore( 10000 )

Showing the Leaderboard

Games which include leaderboards must logically provide some way for players to view them. This might be triggered from the listener handler of a button widget or, alternatively, it could be shown after the user achieves (or fails to achieve) a high score within the submitScoreListener() function we already created.

Whatever the method, showing a leaderboard can be done like this:

if ( globalData.gpgs ) then
    -- Show a Google Play Games Services leaderboard
    globalData.gpgs.leaderboards.show( "CgkA8kb12jK0onOQBg" )

elseif ( globalData.gameCenter ) then
    -- Show an Apple Game Center leaderboard
    globalData.gameCenter.show( "leaderboards",
    {
        leaderboard = {
            category = "com.yourdomain.yourgame.leaderboard"
        }
    })
end

Conclusion

While your own game networking implementation can — and probably should — extend beyond just leaderboards, hopefully this tutorial gives you a solid foundation for building cross-platform game networking functionality using Google Play Games Services and Apple Game Center.