Index
A
- abort button
- 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
- application
- asset container class
- 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
- audio files
- 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
- background music
- playing, in scene / Time for action – playing music in our scenes, What just happened?
- barebone, samples folder / The samples folder
- barebone project
- base class
- 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
- 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
- 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
- currentScene property / What just happened?
- current state
- 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
- 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
- enum type
- about / What just happened?
- error handling
- 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
- 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
- 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
- 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
H
- hit points, ship
I
- image
- 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
- iOS devices
- difference between / Differences between various devices
- iOS devices, comparison table
- 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
- 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
- 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
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
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
- 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
- scene manager setup
- 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
- 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
- sparrow folder
- doc / The sparrow folder
- src / The sparrow folder
- util / The sparrow folder
- Sparrow GitHub 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
- 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
- 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
- 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
- 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