What is included with this book?
About the Lead Author | p. xi |
About the Technical Consultant | p. xiii |
Acknowledgments | p. xv |
Introduction | p. xviii |
Designing a Simple, Frenzic-Style Puzzle Game | p. 3 |
Creating Frenzic | p. 3 |
Introducing Formic | p. 5 |
Exploring the Formic Code | p. 6 |
Setting Up the Project | p. 8 |
Coding the Game Object | p. 10 |
Coding the View Controller | p. 18 |
Coding the Background View | p. 21 |
Adding iPhone-Specific Functionality | p. 22 |
Summary | p. 25 |
Mike Ash's Deep Dive Into Peer-to-Peer Networking | p. 29 |
Planning a Simple Collaborative Game | p. 30 |
Building the GUI | p. 30 |
Networking the Game | p. 35 |
Defining the Networking Goals | p. 35 |
Designing the Network Code | p. 36 |
Understanding Endianness | p. 40 |
Coding the Networking | p. 41 |
Integrating Networking and the GUI | p. 50 |
Summary | p. 53 |
Doing Several Things at Once: Performance Enhancements with Threading | p. 57 |
Beginning to Write Threading Applications | p. 59 |
Knowing When to Thread | p. 59 |
Understanding Threading Basics | p. 61 |
Avoiding Threading Pitfalls | p. 63 |
Writing the Thread the Needle Application | p. 65 |
Building Our Application | p. 65 |
Creating a Thread | p. 72 |
Implementing a Critical Section | p. 76 |
Stopping Multiple Threads at Once | p. 77 |
Summary | p. 77 |
All Fingers and Thumbs: Multitouch Interface Design and Implementation | p. 81 |
Looking at the iPhone's Capabilities | p. 82 |
Designing for Multitouch | p. 84 |
Exploring the Multitouch API | p. 87 |
Handling Events | p. 87 |
Recognizing Gestures | p. 89 |
Implementing Multitouch Controls | p. 92 |
Handling Touches | p. 94 |
Deciding What Movement Means | p. 97 |
Applying the Movement | p. 99 |
Applying Weight and Inertia | p. 100 |
Tying Up Loose Ends | p. 102 |
Summary | p. 103 |
Physics, Sprites, and Animation with the cocos2d-iPhone Framework | p. 107 |
Getting Started with Game Programming | p. 108 |
Introducing OpenGL ES | p. 109 |
Introducing cocos2d and Chipmunk | p. 109 |
Developing Arcade Hockey | p. 109 |
Tracking the User's Finger | p. 112 |
Detecting Collisions | p. 114 |
Simulating 3D Lighting in 2D Space | p. 118 |
Creating a Simple Application | p. 119 |
Setting Up the Xcode Project | p. 119 |
Setting the Scene | p. 121 |
Creating the Game Layer | p. 122 |
Summary | p. 129 |
Serious Streaming Audio the Pandora Radio Way | p. 133 |
Choosing to Develop for the iPhone | p. 133 |
Introducing Pandora Radio's Technology | p. 134 |
Grasping the Basics of Audio Development | p. 134 |
Managing Complexity | p. 136 |
Outlining Our Sample Application | p. 136 |
Streaming Audio | p. 137 |
Keeping Your Code Format Agnostic | p. 138 |
Using Envelopes and Encoding | p. 138 |
Designing Our Sample Application | p. 139 |
Implementing the Player | p. 141 |
AudioSession | p. 142 |
AudioRequest | p. 143 |
AudioFile Stream | p. 145 |
AudioQueue | p. 147 |
AudioPlayer | p. 147 |
Ending with a New Journey | p. 148 |
Falling Behind in a Slow Network | p. 148 |
Dropped Connections | p. 150 |
Minimizing Gaps Between Songs | p. 151 |
Resuming a Song | p. 151 |
Improving Application Responsiveness | p. 151 |
Finding Help Resources | p. 152 |
Testing: Saving the Best for Last | p. 152 |
Summary | p. 153 |
Going the Routesy Way with Core Location, XML, and SQLite | p. 157 |
Starting from Scratch | p. 158 |
Assessing the Application Requirements | p. 158 |
Creating the Routesy User Interface and Classes | p. 160 |
Bringing Real-Time Predictions to Routesy | p. 179 |
Adding Location-Based Information to Routesy | p. 191 |
Putting the Finishing Touches on Routesy BART | p. 195 |
Summary | p. 200 |
Index | p. 203 |
Table of Contents provided by Ingram. All Rights Reserved. |
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