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IPhone game development /

Provides information on creating 2D and 3D games and applications in Objective-C for the iPhone and the iTouch.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Zirkle, Paul
Otros Autores: Hogue, Joe
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Sebastopol, Calif. : O'Reilly Media, ©2010.
Edición:1st ed.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Table of Contents; Preface; The Authors; Our Goal; Prerequisites; Audience; Organization of This Book; Conventions Used in This Book; Using Code Examples; We'd Like to Hear from You; Safari® Books Online; Acknowledgments; Chapter 1. Introduction to the iPhone; Apple Developer Account and Downloading the SDK; Application Bundles; Xcode and Interface Builder; Views and Controllers; Adding a new View and View Controller to an existing window; Adding a new View to an existing View Controller; Proxy objects; Loading Devices; Certificates and Profiles; App ID; UDID; WWDR certificate.
  • Installing the profileXcode Configuration; Objective-C Primer; Classes; Instantiation; Messaging; Member Variables; Memory Management; Constructors and Destructors; Interface Builder Integration; Mixed C++ and Objective-C; Conclusion; Chapter 2. Game Engine Anatomy; Application Framework; Main Loop; Game State Manager; State Machine; Graphics Engine; Texturing; Pixels, textures, and images; Transparency; Texture blending; Rotation; Clipping; Animation; Two-dimensional animation: Sprites; Three-dimensional animation: Models; Animation controllers; Particle systems; Culling; Texture sorting.
  • Texture filesResource management; Level of detail; Physics Engine; Collision detection versus collision resolution; Two-dimensional collision detection; Three-dimensional collision detection; Collision resolution; Audio Engine; Sound samples; Playing sound; Multichannel sound; Music versus SFX; Output devices and interruptions; Player Input; Touch events; Resolving into high-level events; Game Logic; High-level events; Artificial intelligence; Transparent suspend and resume; Frame-based versus time-based logic; Game logic organization; Conclusion; Chapter 3. The Framework.
  • Game State ManagementImplementation; Removing the Status Bar; The App Delegate; Frames per Second; Event Handling; The Resource Manager; Texture Format; Sound Format; Deploying Resources; Management; The Render Engine; GLESGameState; Textures; Font Textures; Example State; The Sound Engine; Example State; The Data Store; Storing Simple Data; Storing Complex Data; Example State; The Skeleton Application; Conclusion; Chapter 4. 2D Game Engine; Game Design; Feature List; User Input Scheme; Learning Curve; Level 1; Level 2; Level 3; Level 4; Tile Engine; Unique Tiles; Drawing Tiles.
  • TileWorld ClassLoading; Rendering; Camera; Physics; Animation; Animation and Sprite Classes; Property list; Animation class; Sprite class; Physics; Entities; Entity-to-World; Special Tiles; Entity-to-Entity; Level 1 Implementation; gsEmuLevel; TileWorld; Main Character; Entity; gsEmuLevel; User input; Emu Chicks; Entity; gsEmuLevel; Emu Mother; Game Logic; Sound; Level 2 Implementation; gsLionLevel; TileWorld; McGuffin; Main Character; Lion Entities; Entity; gsLionLevel; Game Logic; Sound; Level 3 Implementation; gsMazeLevel; TileWorld; Buttons; Doors; Cat and Mouse; User Input; Game Logic.