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

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!

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


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Product Details
  • ISBN-13: 9780321699510
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison-Wesley Educational Publishers Inc
  • Language: English
  • Sub Title: A Hands-On Guide to Building Your First iPhone Game
  • ISBN-10: 0321699513
  • Publisher Date: 26 Aug 2010
  • Binding: Digital download
  • No of Pages: 446
  • Weight: 1 gr


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