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Sparrow iOS Game Framework Beginner's Guide
By :
Johannes Stein
Buy this Book
Sparrow iOS Game Framework Beginner's Guide
By:
Johannes Stein
Buy this Book
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Current Title:
Sparrow iOS Game Framework Beginner's Guide
Johannes Stein
Jun, 2014
|
274 pages
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Table of Contents (
20
chapters)
Sparrow iOS Game Framework Beginner's Guide
Sparrow iOS Game Framework Beginner's Guide
Credits
Credits
About the Author
About the Author
About the Reviewers
About the Reviewers
www.PacktPub.com
www.PacktPub.com
Preface
Preface
Afterword
Afterword
Free Chapter
1
Getting Started with Sparrow
Getting Started with Sparrow
Understanding the basics of Sparrow
System requirements
Setting up the Apple developer account
Downloading Xcode
Downloading Sparrow
Contents of the Sparrow package
Setting up Sparrow
Time for action – adding Sparrow as a source tree reference
Time for action – using the barebone project as a template
Time for action – installing command-line tools
Time for action – installing CocoaPods
Time for action – using the barebone project as a template
Running the template on the actual device
Time for action – running the template on the actual device
Getting Sparrow documentation files
Time for action – adding the Sparrow API documentation to Xcode
The idea for the game
Code conventions
Summary
2
Displaying Our First Objects
Displaying Our First Objects
Understanding display objects
Setting the background color
Time for action – changing the background color
Creating our cardboard puppet doll
Time for action – creating a cardboard puppet doll
Explaining macros
Manipulating display objects
Time for action – manipulating display objects
Summary
3
Managing Assets and Scenes
Managing Assets and Scenes
Working with assets
Managing our assets
Time for action – creating a base class
Creating a texture manager
Time for action – managing our textures
Creating a sound manager
Time for action – implementing a sound manager
Creating a file manager
Time for action – managing remaining file types
Time for action – getting started with basic error handling
Putting it all together
Time for action – creating an asset container class
Time for action – displaying an image
What are scenes?
Time for action – implementing a scene class
Creating a scene director
Time for action – managing our scenes with a scene director
Summary
4
The Basics of Our Game
The Basics of Our Game
Taking care of cross-device compatibility
Starting with the development of our game
Creating our scene manager setup
Time for action – creating our scene manager setup
Adding images to the battlefield scene
Time for action – adding images to the battlefield scene
Arranging images in the pirate cove scene
Time for action – arranging images in the pirate cove scene
Summary
5
Beautifying Our Game
Beautifying Our Game
Working with tweens
Time for action – moving the pirate ship
Time for action – updating the movement
Working with sprite sheets
Learning about texture formats
Time for action – loading our first texture atlas
Summary
6
Adding Game Logic
Adding Game Logic
Extending the asset manager
Time for action – adding texture atlases to the asset manager
Structuring our ships
Time for action – creating a ship class
Extending the ship class
Time for action – adding more functionality to the ship class
Shooting cannonballs
Time for action – allowing the ship to shoot cannonballs
Collision detection
Time for action – letting cannonballs collide with ships
Loading gameplay-relevant data
Time for action – avoiding hardcoded values
Summary
7
User Interface
User Interface
Displaying the hit points of each ship
Time for action – placing a health bar on top of each ship
Adding buttons to the screen
Time for action – putting buttons on the screen
Time for action – allowing the player to pause and resume
Time for action – conceding the game
Adding dialogs to the screen
Time for action – creating a dialog class
Adding custom events to the dialogs
Time for action – adding our own buttons to our dialog
Drawing text on the screen
Time for action – adding a text field to the dialog
Time for action – using bmGlyph to create a bitmap font
Time for action – using our bitmap font for a text field
Summary
8
Artificial Intelligence and Game Progression
Artificial Intelligence and Game Progression
Artificial intelligence in theory
Letting the enemy ship move and attack
Time for action – getting the enemy ship to move around
Time for action – the enemy should attack the player
Time for action – spicing up the AI with fuzzy values
Adding progression to our game
Time for action – adding a World class
Time for action – updating the scene and dialog classes
Time for action – making the pirate cove playable
Adding win and lose conditions
Time for action – being able to win or lose
Summary
9
Adding Audio to Our Game
Adding Audio to Our Game
Finding music and sound
Adding audio playback
Time for action – getting audio files to play
Time for action – playing music in our scenes
Time for action – sound effects in the pirate cove
Summary
10
Polishing Our Game
Polishing Our Game
Adding additional scenes
Time for action – showing the game over scene
Time for action – having the game over scene show up
Time for action – integrating the main menu into our game
Time for action – creating an intro for our game
Implementing tutorial mechanics
Time for action – adding a tutorial to our intro scene
Loading and saving the current state
Time for action – loading and saving the last played game
Summary
11
Integrating Third-party Services
Integrating Third-party Services
Getting word out to potential testers
Time for action – integrating Ubertesters
Time for action – creating a build for beta testers
Time for action – deploying an application
Explaining Game Center
Time for action – integrating Game Center authentication
An overview of analytics services
Summary
Pop Quiz Answers
Pop Quiz Answers
Chapter 1, Getting Started with Sparrow
Chapter 2, Displaying Our First Objects
Chapter 3, Managing Assets and Scenes
Chapter 4, The Basics of Our Game
Chapter 5, Beautifying Our Game
Chapter 6, Adding Game Logic
Chapter 7, User Interface
Chapter 8, Artificial Intelligence and Game Progression
Chapter 9, Adding Audio to Our Game
Chapter 10, Polishing Our Game
Chapter 11, Integrating Third-party Services
Index
Index
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Adding images to the battlefield scene
Now that the scenes are ready to use, let's add some ships to the battlefield scene.
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