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

  • Formaat: EPUB+DRM
  • Sari: Learning
  • Ilmumisaeg: 03-Sep-2010
  • Kirjastus: Addison-Wesley Educational Publishers Inc
  • Keel: eng
  • ISBN-13: 9780321699527
  • Formaat - EPUB+DRM
  • Hind: 16,57 €*
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  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: EPUB+DRM
  • Sari: Learning
  • Ilmumisaeg: 03-Sep-2010
  • Kirjastus: Addison-Wesley Educational Publishers Inc
  • Keel: eng
  • ISBN-13: 9780321699527

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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 beginners guide. Michael Daley walks you through every step as you build a killer 2D game for the iPhone.

 

In Learning iOS Game Programming, youll learn how to build a 2D tile map game, Sir Lamoraks Quest: The Spell of Release (which is free in the App Store). You can download and play the game youre 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 Lamoraks 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 iPhones media player Providing game control via iPhones 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 youll use most oftenand helps you master them in a real-world context. This book is 100% useful and 100% practical; theres 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.Thats everything you can find in this book to learn how to write an awesome game for iPhone.Maybe youre the next AppStore hit!

Sebastien Cardoso

 

With Learning iOS Game Programming, youll 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. Michaels 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 youre 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; Michaels 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





 

Arvustused

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.Thats everything you can find in this book to learn how to write an awesome game for iPhone.Maybe youre the next AppStore hit!

Sebastien Cardoso

 

With Learning iOS Game Programming, youll 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. Michaels 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 youre 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; Michaels 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

Preface xxi
1 Game Design 1(12)
The Game That Started It All (For Me)
3(1)
So, What's the Big Idea?
4(3)
A Game That Fits with the iPhone
4(1)
The Storyline
5(1)
What's in a Name?
5(1)
The Game's Objective
6(1)
Game Play Components
7(4)
Time
7(1)
Lives
7(1)
Health
8(1)
Objects
8(1)
Doors
9(1)
Weapons
10(1)
Entities
10(1)
Player
11(1)
Summary
11(2)
2 The Three Ts: Terminology, Technology, and Tools 13(26)
Terminology
14(8)
Sprite
14(2)
Sprite Sheet
16(2)
Animation
18(1)
Bitmap Fonts
19(1)
Tile Maps
20(1)
Particle System
21(1)
Collision Detection
22(4)
Artificial Intelligence (Al)
23(1)
Game Loop
24(2)
Technology
26(5)
Objective-C
26(1)
Cocoa Touch
27(1)
OpenGL ES
27(3)
OpenAL
30(1)
Tools
31(7)
The iPhone SDK
32(6)
Summary
38(1)
3 The Journey Begins 39(34)
Creating the Project in Xcode
39(3)
Running the Project
42(1)
Under the Hood
43(1)
Application Delegate
43(6)
Examining the Header File
44(2)
Examining the Implementation File
46(3)
EAGLView
49(9)
EAGLView.h
49(1)
EAGLView.m
50(8)
ES1Renderer
58(10)
Examining ES1Renderer.h
58(1)
Examining ES1Renderer.m
59(1)
Creating the Framebuffer and Renderbuffer
60(6)
Defining the Color Values
66(1)
Positioning
67(1)
How OpenGL Works
68(4)
Applying Transformations on the Model
69(1)
Rendering to the Screen
70(2)
Summary
72(1)
4 The Game Loop 73(24)
Timing Is Everything
73(1)
Collision Detection
74(1)
The Game Loop
75(3)
Frame-Based
75(2)
Time-Based, Fixed Interval
77(1)
Getting Started
78(8)
Inside the EAGLView Class
79(1)
Inside the EAGLView.m File
79(3)
ES1Renderer Class
82(3)
Configuring the View Port
85(1)
Game Scenes and the Game Controller
86(9)
Creating the Game Controller
87(1)
The GameController Class
87(2)
Creating the Singleton
89(1)
Inside GameController.m
89(3)
AbstractScene Class
92(1)
GameScene Class
93(2)
Summary
95(1)
Exercises
95(2)
5 Image Rendering 97(40)
Introduction to Rendering
97(1)
Rendering a Quad
98(3)
Texture Mapping
101(3)
Texture Coordinates
101(3)
Interleaved Vertex Arrays
104(2)
Structures
106(1)
Image Rendering Classes
107(19)
Texture2D Class
108(8)
TextureManager Class
116(3)
ImageRenderManager Class
119(7)
The Image Class
126(8)
Initialization
126(3)
Retrieving a Sub-Image
129(1)
Duplicate an Image
130(1)
Rendering an Image
130(4)
Getters and Setters
134(1)
Summary
134(1)
Exercise
135(2)
6 Sprite Sheets 137(16)
Introduction to Sprite Sheets
137(4)
Simple Sprite Sheet
138(1)
Complex Sprite Sheets
139(2)
Using Zwoptex
141(1)
The SpriteSheet Class
142(5)
Initialization
143(3)
Retrieving Sprites
146(1)
PackedSpriteSheet Class
147(3)
Initialization
147(1)
Parsing the Control File
148(1)
Retrieving a Sprite
149(1)
Summary
150(1)
Exercise
151(2)
7 Animation 153(12)
Animation
Chapter Project
153(1)
Introduction to Animation
154(2)
Frames
154(1)
State
155(1)
Type
155(1)
Direction
155(1)
Bounce Frame
155(1)
Animation Class
156(7)
Initialization
156(1)
Adding Frames
157(1)
Animation Updates s
158(2)
Animation Rendering
160(1)
Finishing Things Off
161(2)
Summary
163(1)
Exercise
163(2)
8 Bitmap Fonts 165(18)
Bitmap Font Project
165(1)
Introduction to Bitmap Fonts
166(1)
Creating the Bitmap Font Sprite Sheet
167(3)
The BitmapFont Class
170(1)
Header File
170(1)
What's with the C?
171(5)
Initializer
171(1)
Parsing the Control File
172(4)
Rendering Text
176(5)
Rendering Justified Text
178(2)
Text Width and Height
180(1)
Deallocation
181(1)
Summary
181(1)
Exercise
182(1)
9 Tile Maps 183(40)
Getting Started with the Tile Map Project
183(1)
Introduction to Tile Maps
184(2)
Tile Map Editor
186(3)
Tile Palette
188(1)
Layers
188(1)
Creating a Tile Map
189(4)
Create a New Tile Set
190(1)
Creating Map Layers
191(1)
Creating Object Layers
191(1)
Drawing the Map
192(1)
Placing Objects
192(1)
Understanding the Tiled Configuration File
193(3)
Map Element
193(1)
Tileset Element
193(1)
Layer Element
194(1)
Object Group Element
195(1)
Tile Map Classes
196(24)
Layer Class
196(6)
Tile Set Class
202(2)
Tiled Map Class
204(1)
Initialization
205(2)
Parsing a Map File
207(9)
Creating the Layer Images
216(2)
Rendering a Layer
218(2)
Getting Tile Information
220(1)
Summary
220(1)
Exercise
221(2)
10 The Particle Emitter 223(26)
Particle Emitter Project
224(3)
Introduction to Particle Systems
225(1)
Particle System Parameters
226(1)
Life Cycle of a Particle
227(3)
A Particle Is Born
227(1)
A Particle Lives
228(1)
A Particle Dies
229(1)
A Particle Is Reborn
229(1)
Particle Emitter Configuration
230(1)
Particle Emitter Classes
231(16)
TBXMLParticleAdditions Class
231(2)
ParticleEmitter Class
233(14)
Have a Play
247(1)
Summary
248(1)
11 Sound 249(36)
Sound Project
249(1)
Introduction to Sound on the Phone
250(6)
Audio Sessions
250(2)
Playing Music
252(1)
Playing Sound Effects
252(2)
Creating Sound Effects
254(2)
Stereo Versus Mono
256(1)
Sound Manager Classes
256(17)
Sound Manager Class
257(16)
Sound Effect Management
273(8)
Loading Sound Effects
274(2)
Playing Sound Effects
276(3)
Stopping Sound Effects
279(2)
Setting Sound Effect and Listener Position
281(1)
Handling Sound Interruptions
281(3)
Summary
284(1)
12 User Input 285(14)
User Input Project
285(2)
Introduction to User Input
287(2)
Touch Events
287(2)
Processing Touch Events
289(5)
The touchesBegan Phase
290(2)
The touchesMoved Phase
292(2)
The touchesEnded Phase
294(1)
Processing Taps
294(2)
Accelerometer Events
296(2)
Summary
298(1)
13 The Game Interface 299(26)
Game Interface Project
299(1)
OpenGL ES Interface
300(12)
Rendering the Interface
301(3)
Defining Button Bounds
304(1)
Handling Touches
304(4)
Handling Transitions
308(1)
OpenGL ES Orientation
308(4)
UIKit Interfaces
312(11)
Creating the Interface
312(3)
Wiring Up the Interface
315(3)
UIKit Orientation
318(2)
Showing and Hiding a UIKit Interface
320(3)
Summary
323(2)
14 Game Objects and Entitles 325(32)
Game Objects and Entities Project
325(1)
Game Objects
326(12)
AbstractObject Class
327(2)
EnergyObject Class
329(9)
Game Entities
338(14)
AbstractEntity Class
339(2)
Artificial Intelligence
341(2)
Player Entity Class
343(9)
Saving a Game Object or Entity
352(3)
Summary
355(2)
15 Collision Detection 357(12)
Introduction to Collision Detection
357(2)
Collision Pruning
358(1)
Frame-Based Versus Time-Based
359(1)
Axis-Aligned Bounding Boxes
360(1)
Detecting Collisions
361(1)
Collision Map
362(3)
Entity-to-Map Collision Detection
365(2)
Entity-to-Entity Collision Detection
367(1)
Summary
368(1)
16 Putting It All Together 369(26)
The "Camera"
369(2)
Saving the Game State and Settings
371(6)
Saving Game State
371(2)
Loading Game State
373(2)
Saving Game Settings
375(1)
Loading Game Settings
376(1)
Saving High Scores
377(5)
Adding a Score
379(1)
Saving High Scores
380(1)
Loading High Scores
381(1)
Performance and Tuning
382(8)
Using Instruments
383(1)
Leaks Instrument
384(3)
Using the OpenGL ES Instrument
387(2)
Compiling for Thumb
389(1)
Beta Testing
390(2)
Multiple Device Types
391(1)
Feedback
392(1)
Summary
392(3)
Index 395
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.