Book Image

Building Apple Watch Projects

By : Stuart Grimshaw
Book Image

Building Apple Watch Projects

By: Stuart Grimshaw

Overview of this book

With Apple’s eagerly anticipated entry into the wearable arena, the field is wide open for a new era of app development. The Apple Watch is one of the most important technologies of our time. This easy-to-understand book takes beginners on a delightful journey of discovering the features available to the developer, right up to the completion of medium-level projects ready for App Store submission. It provides the fastest way to develop real-world apps for the Apple Watch by teaching you the concepts of Watch UI, visual haptic and audio, message and data exchange between watch and phone, Web communication, and finally Visual, haptic as well as audio feedback for users. By the end of this book, you will have developed at least four fully functioning apps for deployment on watchOS 2.
Table of Contents (12 chapters)
11
Index

Plan the app


Let's have a look at how the app will be developed.

Mission statement

Let us look at the app's requirements before beginning any work in Xcode.

We will write a game that presents a group of four color-coded buttons which flash in an order generated by the app, which is then to be repeated by the user by tapping the buttons. If the user does this successfully, the sequence length is extended by adding a randomly generated color, and is flashed again (the flash interval needs to be a suitable time, say, in the region of one second). The sequence gets longer and longer, each time requiring the user to repeat it. Eventually the user will fail, and will be presented with his 'score'—the length of the last correctly guessed sequence, and a prompt to start the next game.

So that's our game, time to get building that interface, right?

Well, no, not quite yet. To make the best use of our coding time, and to produce the best code possible, we will try to formalize our game requirements into...