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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Packt Publishing,
2014.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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.
- 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.
- 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.
- 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.
- 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.
- Time for action
- adding images to the battlefield scene.