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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)
Tabla de Contenidos:
  • 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
  • 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
  • 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
  • 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
  • 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