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Beginning iOS 5 games development : using the iOS 5 SDK for iPad, iPhone, and iPod Touch /

Game apps on iPhone and now iPad remain one of the most popular type of apps in the Apple iTunes App Store. Does Angry Birds ring a bell? What you were once able to do just for the iPhone (and iPod touch) is now possible for the popular iPad, using the new iOS 5 SDK. Beginning iOS 5 Games Developmen...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Jordan, Lucas
Formato: Electrónico eBook
Idioma:Inglés
Publicado: [Berkeley, CA] : Apress, ©2011.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 1 0 |a Beginning iOS 5 games development :  |b using the iOS 5 SDK for iPad, iPhone, and iPod Touch /  |c Lucas Jordan. 
260 |a [Berkeley, CA] :  |b Apress,  |c ©2011. 
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520 |a Game apps on iPhone and now iPad remain one of the most popular type of apps in the Apple iTunes App Store. Does Angry Birds ring a bell? What you were once able to do just for the iPhone (and iPod touch) is now possible for the popular iPad, using the new iOS 5 SDK. Beginning iOS 5 Games Development provides a clear path for you to create games using the iOS 5 SDK platform for the iPad, iPhone, and iPad touch. You'll learn how to use classes to create game apps, including graphics, and animations. The latest version of Xcode will be used in parts of the book to guide you along the way of building your apps. Other topics include iOS 5 game apps development with the newest iOS Game Center update, persisting user data, and designing a compelling user experience. After reading this book, you'll come away with the skills and techniques for building a game app, top to bottom, that could perhaps even be sold on the Apple iTunes App Store. 
505 0 |a Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Chapter-by-Chapter Overview; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Chapter 5; Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Chapter 11; Appendix A; Chapter 1 A Simple First Game; Creating a Project in Xcode: Sample 1; A Project's File Structure; Customizing Your Project; Arranging Xcode Views to Make Life Easier; Adding a New View; Simple Navigation; Adding the Rock, Paper, Scissors View; Customizing a UIView; Summary 
505 8 |a Chapter 2 Setting Up Your Game ProjectCreating Your Game Project; Customizing a Universal Application; How an iOS Application Initializes; Understanding UIViewControllers; Customizing Behavior Based on Device Type; Graphically Designing Your UI in a Universal Way; A First Look at Interface Builder; Adding UI Elements to an XIB File; Add a UIViewController to a XIB; Creating New IBOutlets from Interface Builder; Responding to Changes in Orientation; Summary; Chapter 3 Explore the Game Application Life Cycle; Understanding the Views in a Game; Exploring the Role Each View Plays 
505 8 |a Understanding the Project's StructureConfiguring an Application for Multiple Views; Reviewing GameController_iPhone.xib; Reviewing GameController.h; Bringing the Views onto the Screen; Changing Views in Response to User Actions; Using a Delegate to Communicate Application State; Declaring CoinsControllerDelegate; Implementing the Defined Tasks; HighscoreController: A Simple, Reusable Component; HighscoreController Implementation and Layout; The Highscores Class; The Score Class; Preserving Game State; Archiving and Unarchiving Game State; Implementing Life Cycle Tasks; Summary 
505 8 |a Chapter 4 Quickly Build an Input-Driven GameExploring How to Get Content on the Screen; Understanding UIView; Core Graphics Type Definitions; Using Core Graphics Types; Understanding Animations; The Static Animation Tasks of UIView; Building the Game Coin Sorter; Implementing Game State; Initialization and Setup; Starting a New Game; Continuing a Game; Initializing the UIViews for Each Coin; The Model; Interpreting User Input; Animating Views with Core Animation; Summary; Chapter 5 Quickly Build a Frame-by-Frame Game; Setting Up Your First Frame-by-Frame Animation; Simple Movement 
505 8 |a Implementing the ClassesMoving the Spaceship; Responding to a User Tap; Understanding CADisplayLink and NSRunLoop; Abstracting the UI; Understanding Actors; Example2Controller Overview; A Simple Actor; Actor Subclasses: Viper02; Actor Subclass: Asteroid02; Drawing Actors on the Screen; Updating the UIView for Each Actor; Placing UIImageView in the Screen; Actor State and Animations; The Tumbling Effect; The Rotating Effect; Summary; Chapter 6 Create Your Characters: Game Engine, Image Actors, and Behaviors; Understanding the Game Engine Classes; The GameController Class 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
630 0 0 |a iOS (Electronic resource) 
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650 0 |a iPhone (Smartphone)  |x Programming. 
650 0 |a iPad (Computer)  |x Programming. 
650 0 |a Application software  |x Development. 
650 6 |a iPhone (Téléphone intelligent)  |x Programmation. 
650 6 |a iPad (Ordinateur)  |x Programmation. 
650 6 |a Logiciels d'application  |x Développement. 
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776 0 8 |i Print version:  |a Jordan, Lucas.  |t Beginning iOS 5 games development.  |d [Berkeley, CA] : Apress, ©2011  |w (DLC) 2012382344 
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