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BEGINNING iOS GAME DEVELOPMENT
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxi
PART I THE TOOLS TO GET STARTED
CHAPTER 1 Games on iOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
CHAPTER 2 The Xcode Programming Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
CHAPTER 3 The C Programming Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
CHAPTER 4 The Objective-C Programming Language . . . . . . . . . . . . . . . . . . . . . . . . . 95
CHAPTER 5 The Cocoa Foundation Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
PART II GAME BUILDING BLOCKS
CHAPTER 6 Drawing with UIKit and Core Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . 173
CHAPTER 7 Responding to User Interaction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
CHAPTER 8 Animating Your Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
CHAPTER 9 Making Noise with iOS Audio APIs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
CHAPTER 10 Building a Networked Game with GameKit . . . . . . . . . . . . . . . . . . . . . . . 333
APPENDIX Answers to Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 369
INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 385
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BEGINNING
iOS Game Development
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BEGINNING
iOS Game Development
Patrick Alessi
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Beginning iOS Game Development
Published by
John Wiley & Sons, Inc.
10475 Crosspoint Boulevard
Indianapolis, IN 46256
www.wiley.com
Copyright © 2012 by Patrick Alessi
Published by John Wiley & Sons, Inc., Indianapolis, Indiana
Published simultaneously in Canada
ISBN: 978-1-118-10732-4
ISBN: 978-1-118-22408-3 (ebk)
ISBN: 978-1-118-23161-6 (ebk)
ISBN: 978-1-118-26231-3 (ebk)
Manufactured in the United States of America
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For Morgan — I hope that watching me take on and
conquer a diffi cult task inspires you to do the same.
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ABOUT THE AUTHOR
PATRICK ALESSI has been fascinated with writing computer programs since he fi rst saw his name
fl ash across a terminal in 1980. Since then, he has written software using every language and hardware platform that he could get his hands on, including a brief and painful foray into Fortran on a
VAX system during his engineering education. Patrick holds a B.S. degree in Civil Engineering from
Rutgers University and an M.S. in Computer Science from Stevens Institute of Technology.
Professionally, Patrick has built data-centric applications for clients ranging from small business
databases to large-scale systems for the United States Air Force. He has also developed a variety of
real-time systems, graphics intensive desktop applications, and games. Currently, he is focused on
developing connected applications and games for mobile devices such as the iPhone and iPad.
When he can back away from the computer, Patrick enjoys photography, traveling, gaming on his
Xbox and doing just about anything with his family. You can follow him on Twitter at @pwalessi
and read his blog at iphonedevsphere.blogspot.com.
ABOUT THE TECHNICAL EDITOR
MICHAEL GILBERT is a long-time systems programmer for various engineering fi rms. He got his start
developing games for the Atari ST, and was a frequent contributing editor for STart magazine. Over
the years, he has developed gaming software on the PC and Mac for clients worldwide. He’s also an
expert Flash ActionScript programmer and has produced a popular Internet gaming environment
called HigherGames; you can check it out at www.highergames.com. He now enjoys developing
games for the iPhone and iPad, and currently has four games in the AppStore (Woridgo, Jumpin’
Java, Kings Battlefi eld, and Set Pro HD). In his spare time, he enjoys trying to defeat his wife,
Janeen, in a friendly game of Scrabble. You can follow him on Twitter at @mija711.
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ACQUISITIONS EDITOR
Mary James
PROJECT EDITOR
Brian MacDonald
TECHNICAL EDITOR
Michael Gilbert
PRODUCTION EDITOR
Rebecca Anderson
COPY EDITOR
Mike La Bonne
EDITORIAL MANAGER
Mary Beth Wakefi eld
FREELANCER EDITORIAL MANAGER
Rosemarie Graham
ASSOCIATE DIRECTOR OF MARKETING
David Mayhew
MARKETING MANAGER
Ashley Zurcher
BUSINESS MANAGER
Amy Knies
PRODUCTION MANAGER
Tim Tate
VICE PRESIDENT AND EXECUTIVE GROUP
PUBLISHER
Richard Swadley
VICE PRESIDENT AND EXECUTIVE PUBLISHER
Neil Edde
ASSOCIATE PUBLISHER
Jim Minatel
PROJECT COORDINATOR, COVER
Katie Crocker
PROOFREADER
Nancy Carrasco
INDEXER
Robert Swanson
COVER DESIGNER
Ryan Sneed
COVER IMAGE
© Adeline Lim / iStockPhoto
CREDITS
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ACKNOWLEDGMENTS
I WOULD LIKE TO take this opportunity to thank everyone who made this book possible. Mary
James, my acquisitions editor, encouraged me to get back to writing and fostered this book through
the acquisitions process. My project editor, Brian MacDonald, was instrumental in turning my
stream of consciousness into a cohesive work. Mike Gilbert, my technical editor, gave up valuable
app development and gaming time to review my work. I would also like to thank all of the other editorial and production staff that put many hours into this project to help get it to print.
The most important people in the writing process are my wife, Cheryl, and my stepdaughter,
Morgan. They pick up the slack for me when I can’t keep up with my other duties, ensuring that life
goes on as normal. They also put up with my fi ts, general crankiness, and lack of time for fun family activities as I worked my way through writing this book. Your patience with me is astounding.
Finally, I’d like to thank my parents for molding me into the semi-mature adult that I’ve turned into.
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