Learning iOS Game Programming
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Learning iOS Game Programming: A Hands-On Guide to Building Your First iPhone Game

Learning iOS Game Programming: A Hands-On Guide to Building Your First iPhone Game


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About the Book

Get Started Fast with iOS Game Programming   Since the launch of the App Store, games have been the hottest category of apps for the iPhone, iPod touch, and iPad. That means your best chance of tapping into the iPhone/iPad “Gold Rush” is to put out a killer game that everyone wants to play (and talk about). While many people think games are hard to build, they can actually be quite easy, and Learning iOS Game Programming is your perfect beginner’s guide. Michael Daley walks you through every step as you build a killer 2D game for the iPhone.   In Learning iOS Game Programming, you’ll learn how to build a 2D tile map game, Sir Lamorak’s Quest: The Spell of Release (which is free in the App Store). You can download and play the game you’re going to build while you learn about the code and everything behind the scenes. Daley identifies the key characteristics of a successful iPhone game and introduces the technologies, terminology, and tools you will use. Then, he carefully guides you through the whole development process: from planning storylines and game play all the way through testing and tuning.   Download the free version of Sir Lamorak’s Quest from the App Store today, while you learn how to build the game in this book.    Coverage includes  Planning high-level game design, components, and difficulty levels Using game loops to make sure the right events happen at the right time Rendering images, creating sprite sheets, and building basic animations Using tile maps to build large game worlds from small reusable images Creating fire, explosions, smoke, sparks, and other organic effects Delivering great sound via OpenAL and the iPhone’s media player Providing game control via iPhone’s touch and accelerometer features Crafting an effective, intuitive game interface Building game objects and entities and making them work properly Detecting collisions and ensuring the right response to them Polishing, testing, debugging, and performance-tuning your game  Learning iOS Game Programming focuses on the features, concepts, and techniques you’ll use most often—and helps you master them in a real-world context. This book is 100% useful and 100% practical; there’s never been an iPhone game development book like it!   Praise for Learning iOS Game Programming   “An excellent introduction into the world of game development explaining every aspect of game design and implementation for the iPad, iPhone, and iPod touch devices. A great way for anyone interested in writing games to get started.” –Tom Bradley, Software Architect, Designer of TBXML   “A great developer and a great game.That’s everything you can find in this book to learn how to write an awesome game for iPhone.Maybe you’re the next AppStore hit!” –Sebastien Cardoso   “With Learning iOS Game Programming, you’ll be writing your own games in no time. The code included is well explained and will save you hours of looking up obscure stuff in the documentation and online forums.” –Pablo Gomez Basanta, Founder, Shifting Mind   “I always thought that to teach others one has to be an expert and a person with an established reputation in the field. Michael Daley proved me wrong. He is teaching others while studying himself. Michael’s passion in teaching and studying, ease of solutions to problems, and a complete game as a resulting project makes this book one of the best I have ever read.” –Eugene Snyetilov   “If you’re interested in 2D game programming with the iOS using OpenGL and OpenAL directly, this book walks you through creating a complete and fun game without getting bogged down in technical details.” –Scott D.Yelich   “Michael Daley brings clarity to the haze of iPhone application development. Concrete examples, thorough explanation, and timesaving tips make this book a must have for the up and coming iPhone game developer.” –Brandon Middleton, Creator of Tic Tac Toe Ten   “This is the A-Z guide to iOS game development; Michael’s book takes you from the basics and terminology to using the techniques in practice on a fully working game. Before you know it, you will find yourself writing your own game, fueled by a firm grasp of the principles and techniques learned within. I could not ask for a better reference in developing our own games.” –Rod Strougo, Founder Prop Group  

Table of Contents:
Preface     xxi 1   Game Design     1 The Game That Started It All (For Me)     3 So, What’s the Big Idea?     4   A Game That Fits with the iPhone     4   The Storyline     5   What’s in a Name?     5   The Game’s Objective     6 Game Play Components     7   Time     7   Lives     7   Health     8   Objects     8   Doors     9   Weapons     10   Entities     10   Player     11 Summary     11 2   The Three Ts: Terminology, Technology, and Tools     13 Terminology     14   Sprite     14   Sprite Sheet     16   Animation     18   Bitmap Fonts     19   Tile Maps     20   Particle System     21 Collision Detection     22   Artificial Intelligence (AI)     23   Game Loop     24 Technology     26   Objective-C     26   Cocoa Touch     27   OpenGL ES     27   OpenAL     30 Tools     31   The iPhone SDK     32 Summary     38 3   The Journey Begins     39 Creating the Project in Xcode     39 Running the Project     42 Under the Hood     43 Application Delegate     43   Examining the Header File     44   Examining the Implementation File     46 EAGLView     49   EAGLView.h     49   EAGLView.m     50 ES1Renderer     58   Examining ES1Renderer.h     58   Examining ES1Renderer.m     59   Creating the Framebuffer and Renderbuffer     60   Defining the Color Values     66   Positioning     67 How OpenGL Works     68   Applying Transformations on the Model     69   Rendering to the Screen     70 Summary     72 4   The Game Loop     73 Timing Is Everything     73 Collision Detection     74 The Game Loop     75   Frame-Based     75   Time-Based, Fixed Interval     77 Getting Started     78   Inside the EAGLView Class     79   Inside the EAGLView.m File     79   ES1Renderer Class     82   Configuring the View Port     85 Game Scenes and the Game Controller     86   Creating the Game Controller     87   The GameController Class     87   Creating the Singleton     89   Inside GameController.m     89   AbstractScene Class     92   GameScene Class     93 Summary     95 Exercises     95 5   Image Rendering     97 Introduction to Rendering     97 Rendering a Quad     98 Texture Mapping     101   Texture Coordinates      101 Interleaved Vertex Arrays     104 Structures     106 Image Rendering Classes     107   Texture2D Class     108   TextureManager Class     116   ImageRenderManager Class     119 The Image Class     126 I  nitialization     126   Retrieving a Sub-Image     129   Duplicate an Image     130   Rendering an Image     130   Getters and Setters     134 Summary     134 Exercise     135 6   Sprite Sheets     137 Introduction to Sprite Sheets     137   Simple Sprite Sheet     138   Complex Sprite Sheets     139 Using Zwoptex     141 The SpriteSheet Class     142   Initialization     143   Retrieving Sprites     146 PackedSpriteSheet Class     147   Initialization     147   Parsing the Control File     148   Retrieving a Sprite     149 Summary     150 Exercise     151 7   Animation     153 Animation Chapter Project     153 Introduction to Animation     154   Frames     154   State     w155   Type     155   Direction     155   Bounce Frame     155 Animation Class     156   Initialization     156   Adding Frames     157   Animation Updates     158   Animation Rendering     160   Finishing Things Off     161 Summary     163 Exercise     163 8   Bitmap Fonts     165 Bitmap Font Project     165 Introduction to Bitmap Fonts     166 Creating the Bitmap Font Sprite Sheet     167 The BitmapFont Class     170   Header File     170 What’s with the C?     171   Initializer     171   Parsing the Control File     172 Rendering Text     176   Rendering Justified Text     178   Text Width and Height     180   Deallocation     181 Summary    181 Exercise     182 9   Tile Maps     183 Getting Started with the Tile Map Project     183 Introduction to Tile Maps     184 Tile Map Editor     186   Tile Palette     188   Layers     188 Creating a Tile Map     189   Create a New Tile Set     190   Creating Map Layers     191   Creating Object Layers     191   Drawing the Map     192   Placing Objects    192 Understanding the Tiled Configuration File     193   Map Element     193   Tileset Element     193   Layer Element     194   Object Group Element     195 Tile Map Classes     196   Layer Class     196   TileSet Class     202   TiledMap Class     204   Initialization     205   Parsing a Map File    207   Creating the Layer Images     216   Rendering a Layer     218   Getting Tile Informaiton     220 Summary     220 Exercise     221 10   The Particle Emitter     223 Particle Emitter Project     224   Introduction to Particle Systems     225   Particle System Parameters     226 Life Cycle of a Particle     227   A Particle Is Born     227   A Particle Lives     228   A Particle Dies     229   A Particle Is Reborn     229 Particle Emitter Configuration     230 Particle Emitter Classes     231   TBXMLParticleAdditions Class     231   ParticleEmitter Class     233 Have a Play     247 Summary     248 11 Sound     249 Sound Project     249 Introduction to Sound on the iPhone     250   Audio Sessions     250   Playing Music     252   Playing Sound Effects     252   Creating Sound Effects     254   Stereo Versus Mono     256 Sound Manager Classes     256   SoundManager Class     257 Sound Effect Management     273   Loading Sound Effects     274   Playing Sound Effects     276   Stopping Sound Effects     279   Setting Sound Effect and Listener Position     281 Handling Sound Interruptions     281 Summary     284 12   User Input     285 User Input Project     285 Introduction to User Input     287   Touch Events     287 Processing Touch Events    289   The touchesBegan Phase     290   The touchesMoved Phase     292   The touchesEnded Phase     294 Processing Taps     294 Accelerometer Events     296 Summary     298 13   The Game Interface     299 Game Interface Project     299 OpenGL ES Interface     300   Rendering the Interface     301   Defining Button Bounds     304   Handling Touches     304   Handling Transitions     308   OpenGL ES Orientation     308 UIKit Interfaces     312   Creating the Interface     312   Wiring Up the Interface     315   UIKit Orientation     318   Showing and Hiding a UIKit Interface     320 Summary     323 14   Game Objects and Entities     325 Game Objects and Entities Project     325 Game Objects     326   AbstractObject Class     327   EnergyObject Class     329 Game Entities     338   AbstractEntity Class     339   Artificial Intelligence     341   Player Entity Class     343 Saving a Game Object or Entity     352 Summary     355 15   Collision Detection     357 Introduction to Collision Detection     357   Collision Pruning     358 Frame-Based Versus Time-Based     359 Axis-Aligned Bounding Boxes     360 Detecting Collisions     361 Collision Map     362 Entity-to-Map Collision Detection     365 Entity-to-Entity Collision Detection     367 Summary     368 16   Putting It All Together     369 The “Camera”     369 Saving the Game State and Settings     371   Saving Game State     371   Loading Game State     373   Saving Game Settings     375   Loading Game Settings     376 Saving High Scores     377   Adding a Score     379   Saving High Scores     380   Loading High Scores     381 Performance and Tuning     382   Using Instruments     383   Leaks Instrument     384   Using the OpenGL ES Instrument     387   Compiling for Thumb     389 Beta Testing     390   Multiple Device Types     391   Feedback     392 Summary     392 Index     395  

About the Author :
Michael Daley is co-founder of 71Squared.com and author of Learning iOS Game Programming. 71Squared.com is an indie development shop that produces OS X-based tools for game developers namely Particle Designer and Glyph Designer. Mike also produces video tutorials through the 71Squared.com blog, which cover the basics of game engine design using a relaxed easy to follow approach. Mike is a strong believer in delivering resources that help new entrants into game programming get up and running by breaking things down and introducing simple approaches first. This allows people to see results and not get too bogged down before they even get started. In what time he has left he flies light aircraft, plays games and tries to introduce his children into the world of all things Apple.

Review :
Praise for Learning iOS Game Programming   “An excellent introduction into the world of game development explaining every aspect of game design and implementation for the iPad, iPhone, and iPod touch devices. A great way for anyone interested in writing games to get started.” –Tom Bradley, Software Architect, Designer of TBXML   “A great developer and a great game.That’s everything you can find in this book to learn how to write an awesome game for iPhone.Maybe you’re the next AppStore hit!” –Sebastien Cardoso   “With Learning iOS Game Programming, you’ll be writing your own games in no time. The code included is well explained and will save you hours of looking up obscure stuff in the documentation and online forums.” –Pablo Gomez Basanta, Founder, Shifting Mind   “I always thought that to teach others one has to be an expert and a person with an established reputation in the field. Michael Daley proved me wrong. He is teaching others while studying himself. Michael’s passion in teaching and studying, ease of solutions to problems, and a complete game as a resulting project makes this book one of the best I have ever read.” –Eugene Snyetilov   “If you’re interested in 2D game programming with the iOS using OpenGL and OpenAL directly, this book walks you through creating a complete and fun game without getting bogged down in technical details.” –Scott D.Yelich   “Michael Daley brings clarity to the haze of iPhone application development. Concrete examples, thorough explanation, and timesaving tips make this book a must have for the up and coming iPhone game developer.” –Brandon Middleton, Creator of Tic Tac Toe Ten   “This is the A-Z guide to iOS game development; Michael’s book takes you from the basics and terminology to using the techniques in practice on a fully working game. Before you know it, you will find yourself writing your own game, fueled by a firm grasp of the principles and techniques learned within. I could not ask for a better reference in developing our own games.” –Rod Strougo, Founder Prop Group


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Product Details
  • ISBN-13: 9780321699428
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison-Wesley Educational Publishers Inc
  • Height: 228 mm
  • No of Pages: 448
  • Sub Title: A Hands-On Guide to Building Your First iPhone Game
  • Width: 180 mm
  • ISBN-10: 0321699424
  • Publisher Date: 16 Sep 2010
  • Binding: Paperback
  • Language: English
  • Spine Width: 21 mm
  • Weight: 820 gr


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Learning iOS Game Programming: A Hands-On Guide to Building Your First iPhone Game
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