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Learning objective-C by developing iPhone games : leverage Xcode and objective-C to develop iPhone games / Amy M. Booker, Joseph D. Walters ; cover image by Joseph D. Walters.

By: Contributor(s): Material type: TextTextSeries: Community experience distilledPublisher: Birmingham, England : Packt Publishing, 2014Copyright date: ©2014Description: 1 online resource (284 pages) : illustrations (some color), tablesContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781849696111
  • 184969611X
  • 1849696101
  • 9781849696104
  • 1306708907
  • 9781306708906
Subject(s): Genre/Form: Additional physical formats: Print version:: Learning objective-C by developing iPhone games : leverage Xcode and objective-C to develop iPhone games.DDC classification:
  • 005.26 23
LOC classification:
  • TK6570.M6 .B66 2014eb
Online resources:
Contents:
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.
Summary: 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.
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Electronic-Books Electronic-Books OPJGU Sonepat- Campus E-Books EBSCO Available

Includes index.

Online resource; title from PDF title page (ebrary, viewed May 17, 2014).

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.

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.

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