Book Image

Sparrow iOS Game Framework Beginner's Guide

By : Johannes Stein
Book Image

Sparrow iOS Game Framework Beginner's Guide

By: Johannes Stein

Overview of this book

Table of Contents (20 chapters)
Sparrow iOS Game Framework Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Afterword
Index

Index

A

  • abort button
    • adding / Time for action – conceding the game, What just happened?
  • actual device
    • template, running / Time for action – running the template on the actual device
  • afconvert
    • about / Learning about audio formats
  • AI
    • updating, methods / What just happened?
    • fuzzy values, adding to / Time for action – spicing up the AI with fuzzy values
  • AIFC
    • about / Learning about audio formats
  • alpha property / Working with tweens
  • analytics services
    • about / An overview of analytics services
    • Flurry analytics / Flurry analytics
    • Flox / Flox
  • andPhase parameter / What just happened?
  • Angles macro / The Angles macro
  • animateProperty method / What just happened?
  • app icons
    • about / App icons and splash images
  • Apple developer account
    • setting up / Setting up the Apple developer account
  • Apple documentation
    • URL / Learning about audio formats, Have a go hero
  • application
    • deploying / Time for action – deploying an application, What just happened?
  • asset container class
    • creating / Time for action – creating an asset container class, What just happened?
  • asset manager
    • creating, for files / Time for action – managing remaining file types, What just happened?, Have a go hero
    • extending / Time for action – adding texture atlases to the asset manager, What just happened?
  • assets
    • working with / Working with assets
    • managing / Managing our assets
  • audio engine
    • starting / Time for action – getting audio files to play, What just happened?
  • audio files
    • using / Music and sound effects for our game
  • audio formats
    • about / Learning about audio formats
  • audio formats, Sparrow
    • AIFC / Learning about audio formats
    • CAFF / Learning about audio formats
  • audio playback
    • adding / Adding audio playback
    • audio engine, starting / Time for action – getting audio files to play, What just happened?
    • background music, playing in scene / Time for action – playing music in our scenes, What just happened?
    • sound effects, adding to pirate cove scene / Time for action – sound effects in the pirate cove, What just happened?
  • Automatic Reference Counting (ARC) / What just happened?

B

  • background color
    • changing / Time for action – changing the background color, What just happened?
  • background music
    • playing, in scene / Time for action – playing music in our scenes, What just happened?
  • barebone, samples folder / The samples folder
  • barebone project
    • used, as template / Time for action – using the barebone project as a template, What just happened?, Time for action – using the barebone project as a template, What just happened?
  • base class
    • creating / Time for action – creating a base class, What just happened?
  • Battlefield/arena / Starting with the development of our game
  • battlefield scene
    • images, adding to / Time for action – adding images to the battlefield scene, What just happened?
  • beta testers
    • using / Getting word out to potential testers
    • build, creating for / Time for action – creating a build for beta testers, What just happened?
  • bitmap font
    • about / Explaining bitmap fonts
    • creating, bmGlyph used / Time for action – using bmGlyph to create a bitmap font, What just happened?
    • Sparrow-compatible bitmap font, exporting / What just happened?
    • used, for text field display / Displaying a text field with bitmap fonts, What just happened?
  • black borders
    • displaying / Black borders
  • Blender
    • URL / Starting with the development of our game
  • bmGlyph
    • about / Explaining bitmap fonts
    • URL / Creating our very own bitmap font
    • using, for bitmap font creating / Time for action – using bmGlyph to create a bitmap font, What just happened?
  • bounding box collision / Collision detection
  • bounding sphere collision / Collision detection
  • buttons
    • adding, to screen / Time for action – putting buttons on the screen, What just happened?
  • Bxfr
    • about / Generating sound effects
    • URL / Generating sound effects

C

  • CAFF
    • about / Learning about audio formats
  • cannonBallLeft property / What just happened?
  • cannonBallRight property / What just happened?
  • cardboard puppet doll
    • creating / Time for action – creating a cardboard puppet doll, What just happened?
    • improving / Have a go hero – improving the cardboard puppet doll
  • certificates
    • creating / What just happened?
  • CocoaPods
    • about / Option 2 – CocoaPods
    • installing / Time for action – installing CocoaPods
  • code, ship
    • structuring / Time for action – creating a ship class, What just happened?
  • code conventions
    • about / Code conventions
    • URL / Code conventions
  • collision detection
    • implementing / Collision detection, Time for action – letting cannonballs collide with ships, What just happened?
    • bounding box collision / Collision detection
    • bounding sphere collision / Collision detection
    • pixel collision / Collision detection
  • Color, Sparrow constants / Color
  • Colors macro / The Colors macro
  • command-line tools
    • installing / Time for action – installing command-line tools
  • current game
    • aborting / Time for action – conceding the game, What just happened?
  • currentScene property / What just happened?
  • current state
    • loading / Time for action – loading and saving the last played game, What just happened?
    • saving / Time for action – loading and saving the last played game, What just happened?
  • custom events
    • adding, to dialog / Time for action – adding our own buttons to our dialog, What just happened?

D

  • demo, samples folder / The samples folder
  • dialogs
    • adding, to screen / Time for action – creating a dialog class, What just happened?, Have a go hero
    • custom events, adding to / Time for action – adding our own buttons to our dialog, What just happened?
  • different screen sizes
    • dealing with / How to deal with different screen sizes
  • display object container
    • about / Explaining display object containers
  • display objects
    • manipulating / Time for action – manipulating display objects, What just happened?
  • doc, sparrow folder / The sparrow folder
  • doubleOnPad parameter / Retina and iPad support in Sparrow
  • Download button / Downloading Sparrow

E

  • enemy ship
    • moving / Time for action – getting the enemy ship to move around, What just happened?
  • enum type
    • about / What just happened?
  • error handling
    • adding / Time for action – getting started with basic error handling, What just happened?
  • expectations
    • setting / Setting goals and expectations

F

  • files
    • asset manager, creating for / Time for action – managing remaining file types, What just happened?, Have a go hero
  • first texture atlas
    • loading / Time for action – loading our first texture atlas, What just happened?
  • Flox
    • about / Flox
    • URL / Flox
    • features / Flox
  • Flurry analytics / Flurry analytics
  • fuzzy logic
    • about / Explaining fuzzy logic
    • example / Explaining fuzzy logic
  • fuzzy values
    • adding, to AI / Time for action – spicing up the AI with fuzzy values

G

  • game
    • developing / Starting with the development of our game
    • pausing / Pausing and resuming the game, Time for action – allowing the player to pause and resume, What just happened?
    • pausing, actions / Pausing and resuming the game
    • resuming / Time for action – allowing the player to pause and resume, What just happened?
    • improving, suggestions / Have a go hero
  • Game Center
    • about / Explaining Game Center
  • Game Center authentication
    • integrating / Time for action – integrating Game Center authentication, What just happened?
  • game mechanics
    • adding, to pirate cove / Time for action – making the pirate cove playable, What just happened?
  • game over scene
    • about / The game over scene
    • creating / Time for action – showing the game over scene, What just happened?
    • connecting, into game / Time for action – having the game over scene show up, What just happened?
  • gameplay-relevant data
    • loading / Time for action – avoiding hardcoded values, What just happened?
  • gameplay elements
    • examining / Examining our gameplay elements
  • gameplay parts
    • Battlefield/arena / Starting with the development of our game
    • pirate cove / Starting with the development of our game
  • Git repository
    • cloning / Cloning the Git repository
  • Global Game Jam
    • URL / The idea for the game
  • Glyph Designer / Explaining bitmap fonts
  • goals
    • setting / Setting goals and expectations
  • graphics, game
    • URL / Starting with the development of our game

H

  • hit points, ship
    • displaying / Time for action – placing a health bar on top of each ship, What just happened?

I

  • image
    • displaying / Time for action – displaying an image, What just happened?, Have a go hero
  • images
    • adding, to battlefield scene / Time for action – adding images to the battlefield scene, What just happened?
    • arranging, in pirate cove scene / Time for action – arranging images in the pirate cove scene, What just happened?
  • initialize method, NSObject
    • URL / What just happened?
  • initWithType method
    • modifying / What just happened?
  • Install button / Downloading Xcode, Time for action – installing command-line tools
  • intro scene
    • adding / Time for action – creating an intro for our game, What just happened?
    • tutorial, adding / Time for action – adding a tutorial to our intro scene, What just happened?
  • iOS devices
    • difference between / Differences between various devices
  • iOS devices, comparison table
    • URL / Taking care of cross-device compatibility
  • iOS SDK
    • utilizing / Utilizing the iOS SDK
  • iPad
    • used, in Sparrow / Retina and iPad support in Sparrow
  • isShooting property / What just happened?

J

  • JSON format
    • URL / What just happened?
  • jugglers
    • about / Explaining jugglers

L

  • Littera
    • URL / Explaining bitmap fonts
  • lose condition
    • adding / Time for action – being able to win or lose, What just happened?
  • Ludum Dare
    • URL / The idea for the game

M

  • macros
    • about / Explaining macros
    • Angles macro / The Angles macro
    • Colors macro / The Colors macro
    • utility functions / The utility functions
    • Sparrow constants / Constants in Sparrow
  • main menu
    • adding / Adding a main menu, Time for action – integrating the main menu into our game, What just happened?
  • Manual Reference Counting (MRC) / What just happened?
  • Markdown files / Markdown files in the root folder
  • match making documentation
    • URL / Have a go hero
  • Math, Sparrow constants / Math
  • maxHitpoints property / What just happened?
  • methods
    • implementing, for ship's actions / What just happened?
  • movement
    • updating / Updating the movement and canceling tweens, Time for action – updating the movement, What just happened?

N

  • non-interactive screen space
    • displaying / Showing non-interactive screen space

O

  • onBackgroundTouch method / Time for action – moving the pirate ship, What just happened?, What just happened?
  • onShipStop method / What just happened?, What just happened?
  • Open Graphics Library for Embedded Systems (OpenGL ES) / Understanding the basics of Sparrow
  • own ship
    • first button, adding / Time for action – the enemy should attack the player
    • attacking / What just happened?

P

  • pirate cove / Starting with the development of our game
    • game mechanics, adding / Time for action – making the pirate cove playable, What just happened?
  • pirate cove scene
    • images, arranging / Time for action – arranging images in the pirate cove scene, What just happened?
  • pirate ship
    • moving / Time for action – moving the pirate ship, What just happened?
    • allowing, to shoot cannonballs / Shooting cannonballs, Time for action – allowing the ship to shoot cannonballs, What just happened?
  • pixel collision / Collision detection
  • pod install command / Time for action – using the barebone project as a template
  • provisioning portal
    • URL / Time for action – creating a build for beta testers

Q

  • Quake / Explaining state machines

R

  • registerTextureAtlas method / What just happened?
  • repeatCount property / What just happened?
  • reset method / Time for action – having the game over scene show up
  • resume button
    • hiding / Time for action – putting buttons on the screen
  • Retina
    • used, in Sparrow / Retina and iPad support in Sparrow
  • reverse property / What just happened?

S

  • samples folder
    • barebone / The samples folder
    • demo / The samples folder
    • scaffold / The samples folder
  • scaffold, samples folder / The samples folder
  • scene class
    • implementing / Time for action – implementing a scene class, What just happened?
  • scene director
    • creating / Creating a scene director, Time for action – managing our scenes with a scene director, What just happened?
  • scene manager setup
    • creating / Time for action – creating our scene manager setup, What just happened?
  • screen
    • buttons, adding / Time for action – putting buttons on the screen, What just happened?
    • buttons, displaying / What just happened?
    • abort button, adding / Time for action – conceding the game, What just happened?
    • dialogs, adding / Time for action – creating a dialog class, What just happened?, Have a go hero
    • text, displaying on / Drawing text on the screen, What just happened?
  • screen elements
    • rearranging / Rearranging screen elements
  • screen sizes
    • viewport, scaling / Scaling the viewport
    • black borders / Black borders
    • non-interactive screen space, displaying / Showing non-interactive screen space
    • screen elements, rearranging / Rearranging screen elements
  • ship class
    • extending / Extending the ship class, Time for action – adding more functionality to the ship class, What just happened?
  • ship game
    • enemy ship, moving / Time for action – getting the enemy ship to move around
    • progression, adding / Adding progression to our game
    • win condition, adding / Time for action – being able to win or lose
    • lose condition, adding / Time for action – being able to win or lose
  • ship game progression
    • world class, adding / Time for action – adding a World class
    • scene, updating / Time for action – updating the scene and dialog classes
    • dialog classes, updating / Time for action – updating the scene and dialog classes
    • pirate cove / Time for action – making the pirate cove playable
    • implementing / Adding progression to the game, Have a go hero –turning our game into a real game
  • showScene method / What just happened?
  • sound effects
    • generating / Generating sound effects
    • adding / Adding a sound effect
    • adding, to pirate cove scene / Time for action – sound effects in the pirate cove, What just happened?
  • sound manager
    • implementing / Time for action – implementing a sound manager, What just happened?
  • source tree reference
    • Sparrow, adding / Time for action – adding Sparrow as a source tree reference, What just happened?
  • Sparrow
    • about / Understanding the basics of Sparrow
    • downloading / Downloading Sparrow
    • URL / Downloading Sparrow, Understanding transitions
    • Git repository, cloning / Cloning the Git repository
    • setting up / Setting up Sparrow
    • adding, as source tree reference / Time for action – adding Sparrow as a source tree reference, What just happened?
    • Retina, using / Retina and iPad support in Sparrow
    • iPad, using / Retina and iPad support in Sparrow
  • Sparrow API documentation
    • adding, to Xcode / Time for action – adding the Sparrow API documentation to Xcode
  • Sparrow constants
    • Math / Math
    • Color / Color
  • sparrow folder
    • doc / The sparrow folder
    • src / The sparrow folder
    • util / The sparrow folder
  • Sparrow GitHub repository
    • URL / Cloning the Git repository
  • Sparrow package
    • contents / Contents of the Sparrow package
    • samples folder / The samples folder
    • sparrow folder / The sparrow folder
    • Markdown files / Markdown files in the root folder
    • license / License
  • Sparrow SPAudioEngine documentation
    • URL / What just happened?
  • SPButton / What just happened?
  • sprite sheets
    • working with / Working with sprite sheets
    • creating, TexturePacker used / Using TexturePacker to create sprite sheets
  • SPTextField factory method
    • about / What just happened?
  • SP_CLAMP / The utility functions
  • SP_IS_FLOAT_EQUAL / The utility functions
  • SP_SWAP / The utility functions
  • src, sparrow folder / The sparrow folder
  • stage
    • about / What is a stage?
  • state machines
    • about / Explaining state machines
    • example / Explaining state machines
    • finite state machines / Explaining state machines
    • enemy ship, states / Explaining state machines
  • system fonts / Explaining system fonts
  • system requirements
    • about / System requirements

T

  • template
    • barebone project, using / Time for action – using the barebone project as a template, What just happened?, Time for action – using the barebone project as a template, What just happened?
    • running, on actual device / Time for action – running the template on the actual device
  • TestFlight
    • about / Getting word out to potential testers
  • text
    • drawing, on screen / Time for action – adding a text field to the dialog, What just happened?
    • system fonts / Explaining system fonts
    • bitmap font / Explaining bitmap fonts
    • displaying, with bitmap font / Displaying a text field with bitmap fonts, Time for action – using our bitmap font for a text field
  • texture formats
    • about / Learning about texture formats
  • texture manager
    • creating / Creating a texture manager, What just happened?
  • TexturePacker
    • used, to create sprite sheets / Using TexturePacker to create sprite sheets
    • URL / Using TexturePacker to create sprite sheets
  • texture size limit
    • about / Understanding the texture size limit
  • TIGSource forums
    • URL / Finding music and sound
  • time parameter / What just happened?
  • transitions
    • about / Understanding transitions
  • tutorial
    • adding, to intro scene / Time for action – adding a tutorial to our intro scene, What just happened?
  • tweens
    • working with / Working with tweens
    • cancelling / Updating the movement and canceling tweens

U

  • Ubertesters
    • about / Getting word out to potential testers
    • account, registering / Registering at Ubertesters
    • account registeration, URL / Registering at Ubertesters
    • integrating / Time for action – integrating Ubertesters, What just happened?
    • URL / Time for action – deploying an application
  • Ubertesters SDK
    • URL / Time for action – integrating Ubertesters
  • Unique Device Identifier (UDID) / Getting word out to potential testers
  • util, sparrow folder / The sparrow folder
  • utility functions / The utility functions

V

  • viewport
    • scaling / Scaling the viewport

W

  • win condition
    • adding / Time for action – being able to win or lose, What just happened?
  • world class
    • implementing / Time for action – adding a World class, What just happened?

X

  • Xcode
    • downloading / Downloading Xcode
    • URL / Getting Sparrow documentation files
    • Sparrow API documentation, adding to / Time for action – adding the Sparrow API documentation to Xcode