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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...

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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
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