Hướng dẫn lập trình game trên iOS

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Hướng dẫn lập trình game trên iOS

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[...]... Chapter 2, Game Engine Anatomy, introduces the elements of game logic and good design that will let you write a maintainable and enjoyable game application Chapter 3, The Framework, shows the code that will wrap your particular game implementation as well as critical classes we wrote to supplement the features provided by the Apple SDK Chapter 4, 2D Game Engine, creates a complete four-level game based... on the framework in Chapter 3 We start with 2D because both the game tasks and the coding complexity are much easier in 2D than in 3D Basic movement, visual and audio effects, movement through game levels, and other elements of game programming are covered Chapter 5, 3D Games, explains the more sophisticated tasks required to write a 3D game Although the chapter uses the OpenGL library, its goal is... required to write a 3D game Although the chapter uses the OpenGL library, its goal is not to explain 3D basics or OpenGL, but to give you the unique skills required to use them in game programming Chapter 6, Considerations for Game Design, wraps up the book with some large-scale considerations for advanced developers, and pointers to more resources, including useful libraries and middleware Appendix,... Reynolds, for game art Thanks to Brad O’Hearne, Jonathan Hohle, and Trina Gregory for technical reviews of this book And thanks to all of the readers who left comments on Rough Cuts Paul would also like to thank his family, Amanda Joy and William “Nizor” Eiten Preface | xi Download at WoweBook.Com Download at WoweBook.Com CHAPTER 1 Introduction to the iPhone The iPhone is one of the most distinctive game platforms... have two options: Standard Program and Enterprise Program If you are writing games for the general public, you probably do not want the Enterprise Program If you read closely, you will notice the Enterprise Program is actually for creating applications that only you and your company will use internally If you plan to create games that will be sold via the App Store, rest assured that the Standard Program... have one View for your game, another for a Main menu, one for a Settings screen, and another for an online High Score screen If your Views share a lot of the same code, it makes sense to add those Views to the same View Controller, along with the shared code In the preceding example, we may want to put the Main menu and the Settings in the same View Controller, but put the main Game state and High Score... book into your product’s documentation does require permission We appreciate, but do not require, attribution An attribution usually includes the title, author, publisher, and ISBN For example: “iPhone Game Development by Paul Zirkle and Joe Hogue Copyright 2010 Paul Zirkle and Joe Hogue, 978-0-596-15985-6.” If you feel your use of code examples falls outside fair use or the permission given here, feel... LG As a programmer, you might not be impressed with sales figures and market shares, but you should be interested in the viability of the iPhone as a whole If no one owns an iPhone, no one will buy the games you make for it The good news is that even in the face of the 2009 economic downturn, iPhones continued to sell To get started with the iPhone, you’ll need to get a free Apple developer account Next . 157 User Input 157 Game Logic 158 Sounds 164 Level 4 Implementation 164 gsRiverLevel 165 TileWorld 165 Crocodiles 167 Logs 168 Tom 169 User Input 171 Game Logic 172 Sounds 175 Game State Serialization. might not have any game programming experience and will need some basic theory on game engines and user-interface design. Or perhaps you have plenty of experience making video games on other platforms. account with Apple. Chapter 2, Game Engine Anatomy, introduces the elements of game logic and good design that will let you write a maintainable and enjoyable game application. Chapter 3, The

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Mục lục

  • Table of Contents

  • Preface

    • The Authors

    • Our Goal

    • Prerequisites

    • Audience

    • Organization of This Book

    • Conventions Used in This Book

    • Using Code Examples

    • We’d Like to Hear from You

    • Safari® Books Online

    • Acknowledgments

    • Chapter 1. Introduction to the iPhone

      • Apple Developer Account and Downloading the SDK

        • Application Bundles

        • Xcode and Interface Builder

        • Views and Controllers

          • Adding a new View and View Controller to an existing window

          • Adding a new View to an existing View Controller

          • Proxy objects

          • Loading Devices

            • Certificates and Profiles

              • App ID

              • UDID

              • WWDR certificate

              • Installing the profile

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