Cargando…

Sparrow iOS game framework beginner's guide : create mobile games for iOS devices with the Sparrow iOS game framework /

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. This book is aimed at those who...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Stein, Johannes (Autor)
Otros Autores: Gawand, Sujay (Diseñador de portada)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham [England] : Packt Publishing, 2014.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a2200000Mi 4500
001 EBSCO_ocn884590247
003 OCoLC
005 20231017213018.0
006 m o d
007 cr cn|||||||||
008 140710t20142014enka o 001 0 eng d
040 |a E7B  |b eng  |e rda  |e pn  |c E7B  |d OCLCO  |d N$T  |d COO  |d OCLCF  |d YDXCP  |d OCLCQ  |d D6H  |d K6U  |d AGLDB  |d OCLCQ  |d COCUF  |d ICA  |d CNNOR  |d JBG  |d CCO  |d PIFFA  |d FVL  |d U3W  |d REB  |d STF  |d OCLCQ  |d VTS  |d NLE  |d INT  |d VT2  |d OCLCQ  |d UKMGB  |d WYU  |d G3B  |d TKN  |d OCLCQ  |d UKAHL  |d HS0  |d OCLCO  |d QGK  |d OCLCQ  |d OCLCA 
016 7 |a 018005228  |2 Uk 
019 |a 961681143  |a 962624475  |a 1259218683 
020 |a 9781782161516  |q (electronic bk.) 
020 |a 1782161511  |q (electronic bk.) 
020 |a 1782161503 
020 |a 9781782161509 
020 |z 9781782161509 
029 1 |a AU@  |b 000056926526 
029 1 |a CHNEW  |b 000699630 
029 1 |a CHNEW  |b 000699631 
029 1 |a DEBSZ  |b 48472617X 
029 1 |a UKMGB  |b 018005228 
035 |a (OCoLC)884590247  |z (OCoLC)961681143  |z (OCoLC)962624475  |z (OCoLC)1259218683 
037 |a 9781782161516  |b Packt Publishing Pvt. Ltd 
050 4 |a QA76.76.C672  |b .S745 2014eb 
072 7 |a GAM  |x 001000  |2 bisacsh 
082 0 4 |a 794.81536  |2 23 
049 |a UAMI 
100 1 |a Stein, Johannes,  |e author. 
245 1 0 |a Sparrow iOS game framework beginner's guide :  |b create mobile games for iOS devices with the Sparrow iOS game framework /  |c Johannes Stein ; cover image by Sujay Gawand. 
264 1 |a Birmingham [England] :  |b Packt Publishing,  |c 2014. 
264 4 |c ©2014 
300 |a 1 online resource (274 pages) :  |b illustrations (some color). 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Community Experience Distilled 
500 |a "Learn by doing: less theory, more results"--Cover. 
500 |a Includes index. 
588 0 |a Online resource; title from PDF title page (ebrary, viewed July 9, 2014). 
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 
520 |a 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. 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. 
546 |a English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Video games  |x Design. 
650 6 |a Jeux d'ordinateur  |x Conception. 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a Computer games  |x Design.  |2 fast  |0 (OCoLC)fst00872112 
700 1 |a Gawand, Sujay,  |e cover designer. 
776 0 8 |i Print version:  |a Stein, Johannes.  |t Sparrow iOS game framework beginner's guide : create mobile games for iOS devices with the Sparrow iOS game framework.  |d Birmingham, [England] : Packt Publishing, ©2014  |h vi, 256 pages  |k Community experience distilled.  |z 9781782161509 
830 0 |a Community experience distilled. 
856 4 0 |u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=805414  |z Texto completo 
938 |a Askews and Holts Library Services  |b ASKH  |n AH26843708 
938 |a ebrary  |b EBRY  |n ebr10887711 
938 |a EBSCOhost  |b EBSC  |n 805414 
938 |a YBP Library Services  |b YANK  |n 11951074 
994 |a 92  |b IZTAP