TY - BOOK AU - Booker,Amy M. AU - Walters,Joseph D. TI - Learning objective-C by developing iPhone games: leverage Xcode and objective-C to develop iPhone games T2 - Community Experience Distilled SN - 9781849696111 AV - TK6570.M6 .B66 2014eb U1 - 005.26 23 PY - 2014/// CY - Birmingham, England PB - Packt Publishing KW - Computer games KW - Programming KW - iPhone (Smartphone) KW - Jeux d'ordinateur KW - Programmation KW - iPhone (Téléphone intelligent) KW - COMPUTERS KW - Computer Literacy KW - bisacsh KW - Computer Science KW - Data Processing KW - Hardware KW - General KW - Information Technology KW - Machine Theory KW - Reference KW - fast KW - Electronic books N1 - Includes index; Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The Environment -- Installing and Working with Xcode; Becoming an Apple developer ; Registering as an Apple developer; Becoming an iOS developer; Registering as an iOS developer; Downloading and installing Xcode; The Xcode IDE; Opening Xcode for the first time; The Xcode workspace; The toolbar; The Stop button; The Scheme pop-up menu; The Activity viewer; The Editor buttons; The View buttons; The Navigation area; The Editor area; The Debugger area; The Utility area; The iOS Simulator Summary; Chapter 2: Programming and Objective-C; Understanding Objective-C; Programming basics; Basic data types; Text data types; Numeric data types; Other data types; Variables; Constants; Comments; Operators; Arithmetic operators; Comparison operators; Logical operators; Increment and decrement operators; Compound operators; Control statements; The if statement; The if ... else statement; The if ... else if statement; The switch statement; Loops; The for loop; The while loop; The do while loop; The break statement; The continue statement; Functions; Variable scope; Object-oriented programmingObjects; Classes; Methods; Pointers; Objective-C data types; NSString; NSMutableString; NSNumber; NSSet; NSMutableSet; NSArray; NSMutableArray; Hello World!; Programming with Objective-C; @interface; @implementation; Model-view-controller; Summary; Chapter 3: iPhone Game Development Basics -- The Matching Game; Scenes and views; Understanding storyboards; The memory game code; Frameworks; Building our game scene; Summary; Chapter 4: Drawing Pictures -- Space Invaders; Understanding screens and graphics; Adding graphics programmatically; Moving our ship sprite; Creating our enemiesUsing a sprite sheet; Creating the enemy bombs; Summary; Chapter 5: The Game Engine -- Space Invaders Part 2; Understanding the game logic; Understanding state machines; Learning the game state; Collision detection; Timers and frame rates; Debugging your code; Summary; Chapter 6: The Audio Engine -- The Simon Memory Game; Introduction to audio; File formats; Bit rates; Sample rates; Data formats; The Simon Says game; Summary; Chapter 7: User Interactivity -- Mini Golf; Using user input and touch events; Using gestures in iOS apps; Using touch start, move, and end; Initializing our codeTouch events; Updating the screen; Using other mechanisms; Shake; Orientation; Tilt; Motion; Summary; Chapter 8: The Galaxy Game; Planning the game; Creating the game concept document; Creating the game design document; Creating the technical design document; Considering the design and flow; Focusing on resource management; Creating game screens; Building the user interface; Setting up the gameplay environment; Creating and controlling the player; Creating and controlling the enemies; Collision detection; Adding sounds; Summary; Chapter 9: Releasing Your Game N2 - Written as a practical and engaging tutorial, this book guides you through the development of your own exciting, fully featured, games. If you are a beginner and an enthusiast who dreams about creating games and is in need of some additional inspiration and knowledge, then this book is for you. No programming experience is expected UR - https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=771460 ER -