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Compare two APKs to see how your app size changed between app versions. Install and run your apps faster than with a physical device and simulate different configurations and features, including ARCore, Google's platform for building augmented reality experiences.

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The built-in profiling tools provide realtime statistics for your app's CPU, memory, and network activity. Identify performance bottlenecks by recording method traces, inspecting the heap and allocations, and see incoming and outgoing network payloads. See the Android Studio release notes. More downloads are available in the download archives. For information on recommended devices and specifications, as well as Android Emulator support, visit chromeos. If you're new to Android development, check out the following resources to get started.

Build your first app Start writing code in Android Studio by following the tutorial to Build your first app. Learn Android with interactive video training in the Android Fundamentals Udacity course. For help installing Android Studio, see the Install guide. Android Studio.

Download What's new User guide Preview. Android Developers. Android Studio Android Studio provides the fastest tools for building apps on every type of Android device. Download Not Available Your current device is not supported.

Download options Release notes. More about the layout editor. More about the APK Analyzer. More about the emulator. More about the editor. More about the build tools. More about the profilers. Chrome OS For information on recommended devices and specifications, as well as Android Emulator support, visit chromeos. Thank you for downloading Android Studio! Download Android Studio Introduction 1. Accepting this License Agreement 2.

If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity. SDK License from Google 3. You are of course free to develop applications for other platforms, including non-compatible implementations of Android, provided that this SDK is not used for that purpose. Google reserves all rights not expressly granted to you. Except to the extent required by applicable third party licenses, you may not copy except for backup purposes , modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK.

You agree that Google may stop permanently or temporarily providing the SDK or any features within the SDK to you or to users generally at Google's sole discretion, without prior notice to you. Use of the SDK by You 4. As well as properties like contentHeight and contentWidth , the display object also has lots of useful functions. The newImage function reads an image file in this case a. Display objects are rendered in layers, so since this is the first image we are putting on the screen then it will always be the background unless the code explicitly does something to change that.

The parameters halfW and halfH tell Corona to place the image in the middle. At this point you can run the code in the emulator and see the background image. If you save the file then the emulator will notice that the file has changed and offer to relaunch. Since the user will score points for tapping on balloons, we need to initialize a score variable and display the score on the screen:. The score will be kept in the imaginatively named variable score, and scoreText is the object which displays the score.

Like newImage , newText put something on the screen, in this case text. Since scoreText is a global variable then we can change the text at any point. But we will get to that soon. The code above defines a function called balloonTouched which will be called every time a balloon is tapped.

Tap or touch events have several stages, many to support dragging. We want to remove the balloon and increment the score as soon as posible. Inside the if statement are four lines of code. Remember how I said that scoreText was global and could be accessed anywhere, well that is what we do here.

Now for the first two lines. As the game progresses the number of these off-screen objects will steadily increase. Therefore we need to have a mechanism which deletes objects once they are out of sight. That function will be called once per frame during the game. Once a balloon has been tapped then we need to delete it and remove the call that checks if the balloon has gone offscreen.

The line event. When a touch event occurs one of the parameters of the listener function is the event parameter. It tells the function about the event and what type of event it is, e. It also tells us which balloon was tapped, event. The removeSelf function does what it says it does, it deletes the object in this case a balloon. We will look at that in more detail when we come to write the offscreen listener function. So, to recap. It then deletes the balloon, increments the score and displays the new score.

As you can see the code is very similar with the exception that rather than incrementing the score, the score is multiplied by 0. The math. So if the player had a score of 3 and tapped a bomb then the new score would be 1, and not 1. I mentioned the offscreen function earlier. This function will be called every frame to check if an object has gone off screen. Here is the code:.

In computing there is a situation known as a race condition. This is where two things are going to happen but one might happen first, or sometimes the other might happen first.

It is a race. Some race conditions are unseen because one thing always seems to happen first, but they can cause interesting bugs in that one day, under the right conditions, the other thing happens first and then the system breaks! There is a race condition in this simple game because two things can happen very close to each other: a balloon being tapped and the offscreen function being called to see if the balloon has gone off the screen.

The result is that the code to delete the balloon can be called and then the offscreen function is called which happens like 30 times per second. To get around this odd sequence of events the offscreen function needs to check if the y value of the object is nil null or not. The code to make sure that offscreen is called every frame is part of the next section of code. The whole premise of this game is that new balloons or bombs will continue to drop down the screen.

Therefore we need a function which will create either a new balloon or a new bomb:. The first line of the function decides where the balloon will drop from on the x plane. So startX is a random number between 10 percent and 90 percent of the screen width. Next a random number is picked between 1 and 5. If the number is 1 then a bomb will be dropped.

If it 2, 3, 4 or 5 then a balloon will be dropped. This means that bombs will be dropped around 20 percent of the time. The bomb and balloon code are quite similar.

First the image either a bomb or a balloon is displayed using newImage. Its x position is that of startX while its y position is set to , i. The reason for that is that we want the object to fall from outside the screen area into the visible area and then off the bottom.

Since we are using the 2D physics engine it is good to give the object a bit of an initial distance to fall, so it can gain some speed. The call to physics. This is very powerful. Any image file can be made into a body which responds to gravity and collisions just by calling physics. The last three lines of the bomb or balloon code set up the listeners. Setting the enterFrame property tells Corona which function to call every frame and the call to Runtime: addEventListener sets it up.

Lastly the call to balloon:addEventListener tells Corona which function to call if the bomb or balloon is touched. The first line makes the very first bomb or balloon fall by explicitly calling addNewBalloonOrBomb.

The second line sets up a timer which will call addNewBalloonOrBomb every half a second milliseconds.



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