Book Image

RubyMotion iOS Development Essentials

Book Image

RubyMotion iOS Development Essentials

Overview of this book

RubyMotion is a revolutionary toolchain for iOS app development. With RubyMotion, you can quickly develop and test native iOS apps for the iPhone and iPad, combining the expressiveness and simplicity of Ruby with the power of the iOS SDK. "RubyMotion iOS Development Essentials" is a hands-on guide for developing iOS apps using RubyMotion. With RubyMotion, you can eliminate the complexity and confusion associated with the development of iOS applications using Objective-C. We'll begin from scratch. Starting by installing RubyMotion, we'll build ourselves up to developing an app that uses the various device capabilities iOS has to offer. What's more, we'll even learn how to launch your app on the App Store! We'll also learn to use iOS SDK classes to create application views. Discover how to use the camera, geolocation, gestures, and other device capabilities to create engaging, interactive apps. We'll develop stunning user interfaces faster with the XCode interface builder and make web apps by using WebView. We'll then augment applications with RubyMotion gems, doing more by writing less code and learn how to write test cases for RubyMotion projects. Finally, we'll understand the app submission process to push your app to Apple's App Store With "RubyMotion iOS Development Essentials", we will learn how to create iOS apps with ease. At the end of each chapter we will have a tangible and running app, which utilizes the concepts we have learnt in that chapter.
Table of Contents (19 chapters)
RubyMotion iOS Development Essentials
Credits
About the Authors
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

Cocos2D


Cocos2D is a powerful library for game development, which saves a lot of time by handling trivial things while building your game. Common things that are regularly needed for game development, such as direction, sprite, cool graphical effects, animations, physics libraries, sound engines, and a lot more are already provided by libraries and APIs.

Cocos2D organizes game development like the making of a movie where you are made to sit in the director's chair. For example, you will have a scene for the startup menu of the game, another for the main game, and then another for the game over scene with options that concludes the playing episode. You have to literally use the Director class to create a director object, which drives the whole application forward.

All the basic tasks, such as starting the game, pausing the game, and creating various scenes are handled by Cocos2D.

Inside the scenes, you can have a number of layers that contain nodes such as sprites, labels, menus, and more. These...