Download iOS Game Development Cookbook: Simple Solutions for Game by Paris Buttfield-Addison, Jonathon Manning PDF

April 4, 2017 | Programming | By admin | 0 Comments

By Paris Buttfield-Addison, Jonathon Manning

Are looking to construct video games with iOS applied sciences? This cookbook offers designated recipes for a variety of universal iOS game-development concerns, starting from second and 3D math to video game middle integration, and OpenGL to functionality. If you’re conversant in iOS and Objective-C, this is often the problem-solving consultant you want.

Rather than specialise in particular video game engines for iOS, corresponding to Cocos2D or the Corona SDK, the recipes during this cookbook strictly care for baked-in iOS applied sciences. You’ll research strategies for every little thing from tile-matching video games to racing, with operating code so you might use correct away.

* Lay out the constitution of your game
* construct and customise menus with UIKit
* realize and reply to consumer input
* Use complicated options to play sound results and music
* paintings with info, utilizing iOS units and the cloud
* Create second portraits with SpriteKit
* upload physics simulation for your game
* examine commencing to complicated 3D graphics
* Create demanding situations with man made intelligence
* Use networking so as to add multiplayer capabilities
* paintings with video game controllers and a number of screens

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Extra resources for iOS Game Development Cookbook: Simple Solutions for Game Development Problems (1st Edition)

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Changing the class of the view controller Now that this is done, we’ll add a text field to the screen and make the view controller class able to access its contents (on its own, a text field can’t communicate with the view controller—you need an outlet for that). We’ll also add a button to the screen, and make some code run when the user taps it. 9. Add a text field. The objects library should be at the bottom of the Utilities pane, on the righthand side of the Xcode window. If it isn’t visible, choose View→Utilities→Objects Library, or press Command-Control-Option-3.

See Figure 1-3. Figure 1-3. Retain cycles However, if you store that block in a property in self, the block and the object will be retaining each other. This prevents the object from being removed from memory when all other strong references to it have gone away, as shown in Figure 1-4. Figure 1-4. 15. Using a Timer Problem You want to create a timer that repeatedly calls a block. Solution First, create an instance variable to store the timer: @interface ViewController () { dispatch_source_t timer; } @end Then, create the timer like so: // Get the queue to run the blocks on dispatch_queue_t queue = dispatch_get_main_queue(); // Create a dispatch source, and make it into a timer that goes off every second timer = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, 0, 0, queue); dispatch_source_set_timer(timer, DISPATCH_TIME_NOW, 1 * NSEC_PER_SEC, 0); // When the timer goes off, heal the player dispatch_source_set_event_handler(timer, ^{ GivePlayerHitPoints(); }); // Dispatch sources start out paused, so start the timer by resuming it dispatch_resume(timer); To cancel the timer, just set the timer variable to nil: timer = nil; Discussion In addition to dispatch queues, GCD has a concept called a dispatch source, which is something that triggers work to be done.

However, you often don’t want every single thing in the game to freeze. For example: • The user interface may need to continue to animate. • The network may need to keep communicating with other computers, rather than stopping entirely. In these cases, having special objects that never get paused makes more sense. 9. Calculating Time Elapsed Since the Game Start Problem You want to find out how much time has elapsed since the game started. 8. 2f seconds ago", timeSinceGameStart); Discussion NSDate objects represent moments in time.

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