IOS for Game Programmers.
This book takes the readers on a journey into the world of mobile game development aimed at beginner objective-c programmers. Readers are enabled to create projects, which include matching, puzzle, "whack-a-mole", and pong games as well as a coloring book. Each of these projects gives the...
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Main Author: | |
Format: | Electronic eBook |
Language: | English |
Published: |
Bloomfield :
Mercury Learning & Information,
2015
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Subjects: | |
Local Note: | ProQuest Ebook Central |
MARC
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245 | 1 | 0 | |a IOS for Game Programmers. |
260 | |a Bloomfield : |b Mercury Learning & Information, |c 2015. | ||
300 | |a 1 online resource (329 pages) | ||
336 | |a text |b txt |2 rdacontent | ||
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505 | 0 | |a Title Page; Copyright; Dedication; Contents; Acknowledgments; Chapter 1: Xcode; Installation; Xcode's Interface; The Toolbar; The Navigator Area; The Editor Area; The Utilities Area; Template Library; Code Snippet Library; Object and Media Library; Inspectors; The Simulator; Summary; Chapter 2: Elements of a Game; Sprites; Genres; Beat 'Em Up Games; Fighting Games; Platform Games; Role-Playing Games; Shooters; Strategy; Puzzle; Game Programming; Game Engines; Game Design; Summary; Chapter 3: Objective-C Refresher; Literals; Listing 3.1 The string literal. | |
505 | 8 | |a Listing 3.2 A number created with a literalListing 3.3 Defining an NSArray and NSDictionary using literals; Listing 3.4 Retaining an object created by a literal; Blocks; Listing 3.5 An example of an objective-C block; Listing 3.6 Using a typedef with blocks; Listing 3.7 A block that takes parameters and returns a value; Listing 3.8 Blocks capture the state of its enclosing scope; Listing 3.9 The blocks main.m source file; Classes; Listing 3.10 An example of a class's public interface; Listing 3.11 Declaring an extension class for the private interface. | |
505 | 8 | |a Listing 3.12 Implementation section for a classProperties; Listing 3.13 Adding properties to a class; Listing 3.14 Accessing the properties; Listing 3.15 Accessing properties using dot notation; Listing 3.16 The generated getter and setter methods for the firstName property; Listing 3.17 Synthesizing a property; Listing 3.18 Read-only properties; Listing 3.19 Retain properties; Categories; Listing 3.20 Added a category called Print; Listing 3.21 Calling a method from a category class; Protocols; Listing 3.22 Using an object to execute specific behavior when print is invoked. | |
505 | 8 | |a Listing 3.23 Creating a protocolListing 3.24 Conforming to a protocol; Listing 3.25 Defining optional methods in a protocol; Listing 3.26 Testing to see if a method exists for an object; Delegates; Listing 3.27 Using a delegate with a protocol; Containers; Arrays; Listing 3.28 Defining an array for plain-old data types; Listing 3.29 Accessing array elements; Listing 3.30 Creating NSArray Containers; Listing 3.31 Accessing Elements of an NSArray; Listing 3.32 Using enumerators; Listing 3.33 Determining If an array contains an object; Listing 3.34 the array's main source file. | |
505 | 8 | |a Listing 3.35 Obtaining the total number of elements in an arrayDictionaries; Listing 3.36 Creating a dictionary; Listing 3.37 Creating a dictionary using a literal; Listing 3.38 The Dictionaries main.m source file; Listing 3.39 The Plist AppDelegate.m file; Sets; Listing 3.40 Sets main.m source file; Hash and Map Tables; Listing 3.41 HashAndMapTables Main.m source file; Summary; Chapter Questions; Chapter 4: iOS Refresher; Working with Nib Files; Listing 4.1 The nibFiles-Prefix.pch file; Listing 4.2 The AppDelegate.h header file; Listing 4.3 The AppDelegate.m source file. | |
520 | |a This book takes the readers on a journey into the world of mobile game development aimed at beginner objective-c programmers. Readers are enabled to create projects, which include matching, puzzle, "whack-a-mole", and pong games as well as a coloring book. Each of these projects gives the readers a variety of knowledge and skills that they can apply to their own gaming projects. By the end of the book, the reader will have five apps that they've developed, along with the knowledge of making games for the iOS platform. It includes information on iOS 5, iOS 6, iOS 7 and iOS 8, the latest versions for the iPhone and iPad and utilizes the UIKit allowing readers to apply their knowledge to more areas than just games since many of the topics can be applied to general iOS development. -- |c Edited summary from book. | ||
588 | 0 | |a Print version record. | |
590 | |a ProQuest Ebook Central |b Ebook Central College Complete | ||
630 | 0 | 0 | |a iOS (Electronic resource) |
650 | 0 | |a Video games |x Programming. | |
650 | 0 | |a Video games |x Design. | |
758 | |i has work: |a IOS for game programmers (Text) |1 https://id.oclc.org/worldcat/entity/E39PCFYFmmcrbJmhfxT476yKMK |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
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