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Sparrow iOS Game Framework Beginner's Guide.

In Detail Sparrow is a game framework with a focus on ease-of-use and current state-of-the-art technologies. The Sparrow game framework is intended for 2D games and multimedia applications and has built-in support for animation, managing objects on the screen, and touch support. Sparrow iOS Game Fra...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Stein, Johannes
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Packt Publishing, 2014.
Temas:
Acceso en línea:Texto completo

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520 |a In Detail Sparrow is a game framework with a focus on ease-of-use and current state-of-the-art technologies. The Sparrow game framework is intended for 2D games and multimedia applications and has built-in support for animation, managing objects on the screen, and touch support. Sparrow iOS Game Framework Beginner's Guide aims to teach a complete overview on how to develop a mobile game for iOS using Objective-C as the programming language and the Sparrow game framework. Instead of teaching concepts separately, this book will take a methodical approach, taking you through the development of an entire game using Sparrow's powerful framework. Approach An easy-to-follow guide full of descriptive step-by-step procedures on how to develop a game for iOS. With each topic, a new challenge will be tackled to get a deeper knowledge of the Sparrow game framework and gain the skills to develop a complete mobile experience. Who this book is for This book is aimed at those who have always wanted to create their own games for iOS devices. Perhaps you've already dabbled in game development and want to know how to develop games for the Apple App Store, or maybe you have developed Objective-C apps in the past but you are new to game development. In either case, this book will help with descriptive examples and teach you to develop a game throughout its course. Some experience in Objective-C and a basic understanding of object-oriented programming are required. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with Sparrow; Understanding the basics of Sparrow; System requirements; Setting up the Apple developer account; Downloading Xcode; Downloading Sparrow; Cloning the Git repository; Contents of the Sparrow package; The samples folder; The sparrow folder; Markdown files in the root folder; License; Setting up Sparrow; Option 1 -- source tree reference; Time for action -- adding Sparrow as a source tree reference. 
505 8 |a Time for action -- using the barebone project as a templateOption 2 -- CocoaPods; Time for action -- installing command-line tools; Time for action -- installing CocoaPods; Time for action -- using the barebone project as a template; Running the template on the actual device; Time for action -- running the template on the actual device; Getting Sparrow documentation files; Time for action -- adding the Sparrow API documentation to Xcode; The idea for the game; Setting goals and expectations; Examining our gameplay elements; Code conventions; Summary; Chapter 2: Displaying Our First Objects. 
505 8 |a Understanding display objectsExplaining display object containers; Setting the background color; Time for action -- changing the background color; What is a stage?; Creating our cardboard puppet doll; Time for action -- creating a cardboard puppet doll; Explaining macros; The Angles macro; The Colors macro; The utility functions; Constants in Sparrow; Math; Color; Manipulating display objects; Time for action -- manipulating display objects; Summary; Chapter 3: Managing Assets and Scenes; Working with assets; Managing our assets; Time for action -- creating a base class. 
505 8 |a Creating a texture managerTime for action -- managing our textures; Creating a sound manager; Time for action -- implementing a sound manager; Creating a file manager; Time for action -- managing remaining file types; Basic error handling; Time for action -- getting started with basic error handling; Putting it all together; Time for action -- creating an asset container class; Time for action -- displaying an image; What are scenes?; Time for action -- implementing a scene class; Creating a scene director; Time for action -- managing our scenes with a scene director; Summary. 
505 8 |a Chapter 4: The Basics of Our GameTaking care of cross-device compatibility; Understanding the texture size limit; How to deal with different screen sizes; Scaling the viewport; Black borders; Showing non-interactive screen space; Rearranging screen elements; Choosing the best option; Differences between various devices; Utilizing the iOS SDK; Retina and iPad support in Sparrow; App icons and splash images; The bottom line; Starting with the development of our game; Creating our scene manager setup; Time for action -- creating our scene manager setup; Adding images to the battlefield scene. 
505 8 |a Time for action -- adding images to the battlefield scene. 
546 |a English. 
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