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giderosmobile.com



HTML Content


Titlegideros mobile

Length: 14, Words: 2
Description pusty

Length: 0, Words: 0
Keywords pusty
Robots index, follow
Charset UTF-8
Og Meta - Title pusty
Og Meta - Description pusty
Og Meta - Site name pusty
Tytuł powinien zawierać pomiędzy 10 a 70 znaków (ze spacjami), a mniej niż 12 słów w długości.
Meta opis powinien zawierać pomiędzy 50 a 160 znaków (łącznie ze spacjami), a mniej niż 24 słów w długości.
Kodowanie znaków powinny być określone , UTF-8 jest chyba najlepszy zestaw znaków, aby przejść z powodu UTF-8 jest bardziej międzynarodowy kodowaniem.
Otwarte obiekty wykresu powinny być obecne w stronie internetowej (więcej informacji na temat protokołu OpenGraph: http://ogp.me/)

SEO Content

Words/Characters 1615
Text/HTML 43.65 %
Headings H1 1
H2 18
H3 12
H4 0
H5 4
H6 0
H1
why choose gideros?
H2
create amazing games for many platforms with lua download
some benefits of gideros:
it's free
instant testing
native speed
plugins
clean oop approach
full dev set
fast development
crossplatform
simple code examples:
platforms you can export to:
android
ios
windows phone
macosx
windows
windows rt
H3
gideros is free and open sourced and provides the cross-platform technology to create amazing games. in a couple of hours, you’ll find yourself building and running your next great game.
1. display image (try it online)
2. display text (try it online)
3. draw shape (try it online)
4. groups or layers (try it online)
5. playing sounds (try it online)
6. animating transformations (try it online)
7. frame animations (try it online)
8. detecting click events (try it online)
9. getting user input (try it online)
10. save/read data persistently (try it online)
start now for free: download
H4
H5 gideros twitter
gideros on facebook
subscribe to gideros newsletter
follow us
H6
strong
1. display image (try it online)
2. display text (try it online)
3. draw shape (try it online)
4. groups or layers (try it online)
5. playing sounds (try it online)
6. animating transformations (try it online)
7. frame animations (try it online)
8. detecting click events (try it online)
9. getting user input (try it online)
10. save/read data persistently (try it online)
b
1. display image (try it online)
2. display text (try it online)
3. draw shape (try it online)
4. groups or layers (try it online)
5. playing sounds (try it online)
6. animating transformations (try it online)
7. frame animations (try it online)
8. detecting click events (try it online)
9. getting user input (try it online)
10. save/read data persistently (try it online)
i
1. display image (try it online)
2. display text (try it online)
3. draw shape (try it online)
4. groups or layers (try it online)
5. playing sounds (try it online)
6. animating transformations (try it online)
7. frame animations (try it online)
8. detecting click events (try it online)
9. getting user input (try it online)
10. save/read data persistently (try it online)
em
Bolds strong 10
b 10
i 10
em 0
Zawartość strony internetowej powinno zawierać więcej niż 250 słów, z stopa tekst / kod jest wyższy niż 20%.
Pozycji używać znaczników (h1, h2, h3, ...), aby określić temat sekcji lub ustępów na stronie, ale zwykle, użyj mniej niż 6 dla każdego tagu pozycje zachować swoją stronę zwięzły.
Styl używać silnych i kursywy znaczniki podkreślić swoje słowa kluczowe swojej stronie, ale nie nadużywać (mniej niż 16 silnych tagi i 16 znaczników kursywy)

Statystyki strony

twitter:title pusty
twitter:description pusty
google+ itemprop=name pusty
Pliki zewnętrzne 6
Pliki CSS 4
Pliki javascript 2
Plik należy zmniejszyć całkowite odwołanie plików (CSS + JavaScript) do 7-8 maksymalnie.

Linki wewnętrzne i zewnętrzne

Linki 56
Linki wewnętrzne 32
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Linki bez atrybutu Title 56
Linki z atrybutem NOFOLLOW 0
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Linki wewnętrzne

menu
gideros /
about gideros #
app showcase /apps
examples /examples
code online /code
developers /profiles
maintainers /maintainers
download /download
community #
forum /forum
thank you /thankyou
resources #
developer guide /guide
developer tools /tools
contact /contact
donate /donate
account  #
login /members
register /members/register
forgot password? /members/lost
learn more /download
learn more /features
see more /apps
code now /code
run examples /examples
download /download
features #features
code examples #code
supported platforms #platforms
download /download
back to top #

Linki zewnętrzne

blog http://blog.giderosmobile.com
documentation http://docs.giderosmobile.com
reference http://docs.giderosmobile.com/reference
try it online http://giderosmobile.com/code/jqudqcwkfn4brh7e1glktfmvpyetv0bz
try it online http://giderosmobile.com/code/sxsdk7tcjiquvg4nzwzrsoca17wn8plj
try it online http://giderosmobile.com/code/jq5duucpvd8g0cuetz0qjwwrzemhoiyx
try it online http://giderosmobile.com/code/xel2vycf5gyh6a0q0uflc31v6gmsytvp
try it online http://giderosmobile.com/code/piv3ed3wzarih10ki4xzlhvrpu3d0fti
try it online http://giderosmobile.com/code/ukvf8ho3jrmop7jcc2oii7tkesnplp0w
try it online http://giderosmobile.com/code/s3kpqo3zodbon6v841glpcoeuvo8fqtm
try it online http://giderosmobile.com/code/ftug410tcijdebv5c3gghnqsrozxwf7n
try it online http://giderosmobile.com/code/tjqcy55avhii3pndllhpxk1macpbhohn
try it online http://giderosmobile.com/code/eimgpneellayfufqaauzdujnkki1rk5d
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notice: undefined index: http_user_agent in /var/www/cms.classes/cms_engine.php on line 22 menu gideros about gideros app showcase examples code online developers maintainers download community blog forum thank you resources developer guide documentation reference developer tools contact donate account login register forgot password? develop, test and deploy for freelearn more instant on device testing through wi-filearn more hundreds of games developed with giderossee more test gideros now right in your browser!code nowrun examples create amazing games for many platforms with lua download why choose gideros? gideros is free and open sourced and provides the cross-platform technology to create amazing games. in a couple of hours, you’ll find yourself building and running your next great game. features code examples supported platforms some benefits of gideros: it's free gideros is free and open sourced and there are no limitations to developing and publishing apps instant testing while developing your game, it can be tested on a real device through wifi in only 1 second – you don’t waste your time with an export or deploy process. native speed developed on top of c/c++ and opengl, your game runs at native speed and fully utilizes the power of cpus and gpus underneath. plugins you can easily extend the core with plugins. import your existing (c, c++, java or obj-c) code, bind to lua and interpret them directly. dozens of open-source plugins are already developed and ready to use. clean oop approach gideros provides its own class system with all the basic oop standards, enabling you to write clean and reusable code for any of your future games. full dev set get everything you need from the start, including lightweight ide, players for desktop and devices, texture packer, font creator and there are also lots of 3rd party tools. fast development easy learning curve, instant testing, oop coding practices and ability to create needed custom plugins reduces the development time. and because of reusable code, each your next app will be developed even faster. crossplatform apart from supporting multiple platforms, gideros also provides automatic screen scaling and automatic selecting of proper image resolution, which makes supporting different screen resolutions and creating universal projects an easy task. simple code examples: 1. display image (try it online) to display image, we firstly create the texture object by providing path to the image file and optional boolean parameter which indicates if the image should be filtere (anti-alised) then we create bitmap object, position it at some coordinate (default are 0,0) and add it to the stage to be rendered local bmp = bitmap.new(texture.new("ball.png", true)) bmp:setposition(100, 100) stage:addchild(bmp) 2. display text (try it online) to display text, we firstly need to create font object, in this case we will use ttfont. we provide path to the font file, size of the text and optional boolean parameter which indicates if the image should be filtere (anti-alised) then we create textfield object by passing font object and text that we want to display. after that we simply set position of the text and add it to the stage to be rendered local tahomafont = ttfont.new("tahoma.ttf", 50, true) local text = textfield.new(tahomafont, "hello world!!!") text:setposition(100, 100) stage:addchild(text) 3. draw shape (try it online) we can also draw arbitrary shapes to accomplish that, we need to create shape object and set its fill and line styles. we will use a solid red color the fill style and 5px width blue line with 1 alpha (or full opacity) then we can begin drawing arbitrary shape and once we've done, we simply set position of the text and add it to the stage to be rendered local shape = shape.new() shape:setfillstyle(shape.solid, 0xff0000) shape:setlinestyle(5, 0x0000ff, 1) shape:beginpath() shape:moveto(0,0) shape:lineto(0, 100) shape:lineto(100, 100) shape:lineto(100, 0) shape:lineto(0, 0) shape:endpath() shape:setposition(200, 100) stage:addchild(shape) 4. groups or layers (try it online) we can use sprite objects to group other objects (or separate them in different layers) as images, texts and shapes to do that, we simply create sprite object and add other objects as its child after that we can manipulate the whole group easily, as for example, changing position of all element by simply changing position of parent element. and of course as usually, we add it to the stage to be rendered local container = sprite.new() local ball1 = bitmap.new(texture.new("ball.png", true)) ball1:setanchorpoint(0.5, 0.5) ball1:setx(-50) container:addchild(ball1) local ball2 = bitmap.new(texture.new("ball.png", true)) ball2:setanchorpoint(0.5,0.5) ball2:setx(50) container:addchild(ball2) container:setposition(150, 150) stage:addchild(container) 5. playing sounds (try it online) to play sounds, we simply need to create the sound object, by providing path to mp3 or wav file, which we are going to play and then call play to play it, which will create a channel currently playing we can then stop the channel any time we want or let the sound finish local sound = sound.new("music.mp3") local channel = sound:play() --after some time timer.delayedcall(5000, function() channel:stop() end) 6. animating transformations (try it online) we can animate any transformation, as scaling, position or even rotation of the objects so here we create a bitmap object, and set it's anchor point to 0.5, 0.5, which will reference the center of the object (so it would rotate around the center and not top left corner). then we set up an enter frame event, which is executed on every frame, and change the rotation of image by 5 degrees on each frame local bmp = bitmap.new(texture.new("ball.png", true)) bmp:setanchorpoint(0.5, 0.5) bmp:setposition(100, 100) stage:addchild(bmp) stage:addeventlistener(event.enter_frame, function() bmp:setrotation(bmp:getrotation()+5) end) 7. frame animations (try it online) to create frame animation, we firstly need to load each separate frame, either from texturepack or simply images as bitmap objects. then we create a movieclip object and pass table with arranged frames and frame intervals to it (quite similarly as timeline in action script) then we loop the animation by setting goto action and start playing. and the last thing as previously, we set its position and add it to the stage to be rendered --load frames local frames = {} local bmp for i = 1, 6 do bmp = bitmap.new(texture.new("animation/ball"..i..".png", true)) bmp:setanchorpoint(0.5, 0.5) frames[#frames+1] = bmp end --arrange frames local ballanimation = movieclip.new{ {1, 5, frames[1]}, {6, 10, frames[2]}, {11, 15, frames[3]}, {16, 20, frames[4]}, {21, 25, frames[5]}, {26, 30, frames[4]}, {31, 35, frames[6]}, {36, 40, frames[4]}, {41, 45, frames[5]}, {46, 50, frames[4]}, {51, 55, frames[6]}, {56, 60, frames[4]}, {61, 65, frames[5]}, {66, 70, frames[4]}, {71, 75, frames[6]}, {76, 80, frames[3]}, {81, 85, frames[2]}, {86, 150, frames[1]} } --loop animation ballanimation:setgotoaction(150, 1) --start playing ballanimation:gotoandplay(1) ballanimation:setposition(160, 240) stage:addchild(ballanimation) 8. detecting click events (try it online) we will add additional methods to created bitmap object which would scale it up on mouse down and scale back on mouse up inside these events we will check if the object was clicked, using hittestpoint method then we simply attach these event listener to corresponding events local bmp = bitmap.new(texture.new("ball.png", true)) bmp:setanchorpoint(0.5, 0.5) bmp:setposition(100, 100) stage:addchild(bmp) function bmp:onclick(e) if self:hittestpoint(e.x, e.y) then self:setscale(1.5) end end function bmp:onrelease(e) if self:hittestpoint(e.x, e.y) then self:setscale(1) end end bmp:addeventlistener(event.mouse_down, bmp.onclick, bmp) bmp:addeventlistener(event.mouse_up, bmp.onrelease, bmp) 9. getting user input (try it online) we can also get user input from textinputdialog, for example, if we need a user to provide username. we create a oncomplete event handler, to check if user did not cancel the dialog and retrieve entered text local username = "player1" local textinputdialog = textinputdialog.new("change username", "enter yout user name", username, "cancel", "save") local function oncomplete(e) if e.buttonindex then username = e.text end end textinputdialog:addeventlistener(event.complete, oncomplete) textinputdialog:show() 10. save/read data persistently (try it online) sometimes in games we also need to save data persistently for that we can create to function, to serialize any table data using json and save it by key then we create a second function to retrieve the save information by the same provided key require "json" function savedata(key, value) local contents = json.encode(value) --create file local file = io.open( "|d|"..key, "w" ) --save json string in file file:write( contents ) --close file io.close( file ) end function getdata(key) local value local file = io.open( "|d|"..key, "r" ) if file then --read contents local contents = file:read( "*a" ) --decode json value = json.decode(contents) --close file io.close( file ) end return value end --try to read information local somedata = getdata("somedata") -- if no information, create it if not somedata then somedata = {"some text", 42} --save data savedata("somedata", somedata) print("creating somedata") else print("read somedata", somedata[1], somedata[2]) end platforms you can export to: android export generic android project for eclipse or android studio. supporting also google play specific apis and support other stores as ouya, amazon, slideme and many more ios everything you need to make a game on ios or appletv including, ads, in app purchases and many other plugins available with additional functionality windows phone exporting visual studio solution that could be build and submitted to windows store directly macosx export apps to macos appstore or simple executables for mac windows exporting simple window .exe executable to create installer and submit to stores or distribute through your own channels windows rt exporting visual studio solution to build and submit windows appstore apps start now for free: download gideros twitter tweets by @giderosmobile gideros on facebook subscribe to gideros newsletter enter your email address: follow us on twitter on facebook on pinterest on github on google plus back to top © giderosmobile.com


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