: PJ Cabrera, Peter Bakhirev, Ian Marsh, Ben Smith, Eric Wing, Scott Penberthy, Stuart Marsh, Roderick
: Beginning iPhone Games Development Essential Guide for all iPhone and iPod touch Geme Developers
: Apress
: 9781430226000
: 1
: CHF 31.10
:
: Allgemeines, Lexika
: English
: 728
: Wasserzeichen/DRM
: PC/MAC/eReader/Tablet
: PDF

iPhone games are hot! Just look at the numbers. Games make up over 25 percent of total apps and over 70 percent of the most popular apps. Surprised? Of course not! Most of us have filled our iPhone or iPod touch with games, and many of us hope to develop the next best-selling, most talked-about game.

You've probably already read and masteredBeginning iPhone 3 Development; Exploring the iPhone SDK, the best-selling second edition of Apress's highly acclaimed introduction to the iPhone and iPod touch by developersDave Mark andJeff LaMarche. This book is the game-specific equivalent, providing you with the same easy-to-follow, step-by-step approach, more deep technical insights, and that familiar friendly style.

While games are all about fun, at the same time, they're serious business. With thisBeginning iPhone Games Development book, you're going to roll up your sleeves and get your hands dirty with some hardcore coding. While you may have written games before, this book will take you further, immersing you in the following topics:

  • Game graphics and animation with UIKit, Quartz, Core Animation, and OpenGL ES
  • Game audio with OpenAL, MediaPlayer Framework, AV Foundation, and AudioSession
  • Game networking with GameKit, Bonjour, and Internet sharing

For those looking for iPad game development coverage and/or iOS 5 SDK specific game coverage, check out the publishedBeginning iOS 5 Games Development by Lucas Jordan from Apress.



PJ Cabrera is a software engineer with more than 12 years of experience developing information systems in various industries, programming in C, C++, Java, PHP, Python, and Ruby. But his real passion for many years has been hacking gadgets (i.e., turning a Sega Dreamcast into a NetBSD router, or running Android and Debian GNU/Linux on a Palm TX) and making home-brewed games for consoles such as Dreamcast, PlayStation 2, GameBoy Advance, and PSP. He is very excited that he can finally share his creative side on iPhone and XBox 360 with the general public through the App Store and XNA Community Games.
Title Page375
1375
Copyright Page375
2375
Contents at a Glance4
Table of Contents4
54
About the Authors13
About the Technical Reviewer13
1513
Acknowledgments16
Introduction17
Chapter 1 A Revolutionary Gaming Platform: Games for Everyone, Anytime, Anywhere17
1817
The Ever-Present iPhone18
Mass Appeal There s a Gamer Born Every Minute19
User Interfaces Death of the D-Pad21
Connectivity Plays Well with Others22
User Data This Time It s Personal23
Device Performance A Multimedia Powerhouse25
Dev Kit? You re Holding It!26
Innovation Good Things Come from Small Developers26
2726
Summary28
Chapter 2 Developing iPhone Games: Peeking Inside the iPhone Toolbox28
2928
Development Tools and Environment29
UIKit30
Quartz 2D and Core Animation31
OpenGL ES32
Audio APIs33
Networking34
Summary35
Chapter 3 Moving Images on a Small Screen UIKit Controls35
3635
A Quick Introduction to Cocoa Touch36
The Objective-C Language37
A Brief Objective-C Example37
Using an Objective-C Class41
Memory Management in Objective-C43
Cocoa Touch and the UIKit Framework44
Introducing UIView45
The Frame Property45
The Background Color and Alpha Properties47
The Center Property47
Building a Simple Game48
Creating an Xcode Project48
Creating the IVBricker User Interface50
Examining the Main Window File50
Examining the View Controller File52
Setting View Properties52
Adding Components to the View53
Adding Code to the View Controller55
Connecting a Property with a Component56
Snazzy Graphics Make the Grade57
Adding the Image57
The Illusion of Motion59
Rocking and Grooving with User Input61
Handling Accelerometer Input63
Handling Touchscreen Input64
When Objects Collide65
Failure Conditions66
Winning Conditions72
Loading and Displaying Images Programmatically72
Creating the Grid of Bricks74
Detecting image View Collisions76
Changing the Timer to CADisplayLink79
The End?81
Application Delegate Events82
Application Termination82
Application Interruptions83
Low Memory Warnings83
Saving and Loading Game State84
Managing Memory with a Custom Image Loader86
Animating Images87
Using the UIImageView Animation Properties87
Using NSTimer for Animation89
Using CADisplayLink for Animation90
Summary93
Chapter 4 She Shoots, She Hits, She Scores!93
9493
Quartz 2D Game Overview94
Every Artist Needs a Canvas96
Your First Graphic with Quartz 2D104
Saving and Restoring the Context105
Adding Color107
Sprites108
Creating the Sprite Class108
Using the Sprite Class114
Which Way Is Up?117
Changing to Landscape Orientation117
Centering the Origin119
Vector Art120
Creating the VectorSprite Class121
Using the VectorSprite Class124
Flipbook Animations127
Creating the AtlasSprite Class128
Modifying the Sprite Class133
Using the AtlasSprite Class134
Heads-Up Displays138
Creating the TextSprite Class138
Using the TextSprite Class144
Asteroids Game Architecture145
The Asteroids Game Loop145
The Asteroids Model146
The Asteroids View148
The Asteroids Game Controller149
Conclusion151
Chapter 5 Flipping Out and Sweeping Away with Core Animation151
152151