
Beginning iOS Social Games
Description
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Content
- Intro
- Contents at a Glance
- Contents
- About the Author
- About the Technical Reviewers
- Acknowledgments
- Foreword: Better With Friends
- Introduction
- Chapter 1: Getting Started with Social Gaming
- Game Kit: An Overview
- Networking
- Game Center
- Voice Chat
- Sample Game: UFOs
- UFOs: Understanding the Game
- UFOs: Examining the Source Code
- Setting Up the Accelerometer Delegate
- Drawing the Player to the View
- Setting Up Cows, Beams, and Scores
- Handling Rotation Events
- Adding Player Movements
- Watching for Touch Events
- Spawning and Moving Cows
- Performing a Hit Test with a UIImage
- Abducting a Cow
- Configuring iTunes Connect for Game Center
- Getting Started with iTunes Connect
- Configuring Game Center in iTunes Connect
- Summary
- Chapter 2: Game Center: Setting Up and Getting Started
- Testing for Game Center
- Authenticating with Game Center
- Modifying the GameCenterManager Class
- Authenticating on iOS 6 and iOS 7
- Authenticating Prior to iOS 6
- Authenticating from UFOViewController
- The Sandbox
- Watching for Status Changes
- Working with GKLocalPlayer
- Retrieving a Friends List
- Friend List Avatars
- Working with Players
- Summary
- Chapter 3: Leaderboards
- Why a Leaderboard?
- An Overview of Leaderboards in Game Center
- Benefits of Using Apple's Leaderboard GUI Compared to a Custom GUI
- Configuring a Leaderboard in iTunes Connect
- Posting a Score
- Setting a Default Leaderboard
- Adding Score Posting to UFOs
- Handling Failures When Submitting a Score
- Presenting a Leaderboard
- Customizing the Leaderboard
- Modifying GameCenterManager
- Filtering Results on a Custom Leaderboard
- Displaying the Custom Leaderboard
- Mapping a Player ID
- Local Player Score
- A Better Approach
- Challenges
- GKLeaderboard Sets
- Summary
- Chapter 4: Achievements
- Why Achievements?
- An Overview of Achievements in Game Center
- Benefits of Using Apple's Achievement GUI vs. a Custom GUI
- Configuring Achievements in iTunes Connect
- Creating a New Achievement
- Presenting Achievements
- Modifying Achievement Progress
- Loading Achievements
- Achievement Protocol
- Resetting Achievements
- Adding Achievement Hooks
- Adding Hooks in UFOs
- A Time-Based Achievement Hook
- Another Convenience Method
- Providing Feedback on Completing an Achievement
- Adding Achievement Completion Banners
- A Custom Achievement GUI
- Retrieving Achievement Data
- Recovering from a Submit Failure
- Achievement Challenges
- Summary
- Chapter 5: Matchmaking and Invitations
- Why Add Networking to Your App?
- Common Matchmaking Scenarios
- Creating a New Match Request
- Presenting a Match GUI
- Handling Incoming Invitations
- Auto-Matching
- Matching Programmatically
- Adding a Player to a Match
- Reinviting Players
- Player Groups
- Player Attributes
- Understanding Player Attribute Limitations
- Working with Player Attributes
- Player Activity
- Using Your Own Server (Hosted Matches)
- Summary
- Chapter 6: The Peer Picker
- Benefits of the Peer Picker
- Real-World Examples
- Working with Sessions
- Presenting a Peer Picker
- Advanced GKSession Interaction
- The Peer Picker Delegate
- Summary
- Chapter 7: Network Design Overview
- Plan Ahead
- Three Types of Networks
- Peer-to-Peer Network
- Client-to-Host Network
- Ring Network
- Less Common Network Types
- Reliable Data vs. Unreliable Data
- Sending Only What Is Needed
- Prediction and Extrapolation
- Formatting Messages
- Preventing Cheating and Preventing Timeout-Related Disconnections
- What to Do When All Else Fails
- Summary
- Chapter 8: Exchanging Data
- Modifying a Single-Player Game
- Setting Up Our Engine for Multiplayer
- Picking a Host
- Sending Data
- Receiving Data
- Putting Everything Together
- Selecting the Host
- Displaying the Enemy UFO
- Spawning Cows
- Sharing Scores
- Adding Network Abduction Code
- Disconnections
- Summary
- Chapter 9: Turned-Based Gaming with Game Center
- A New Sample Project
- GKTurnedBasedMatchmakerViewController
- Starting a New Game
- Making the First Move
- Continuing a Game in Progress
- Ending a Match
- Quitting and Forfeiting
- Player Timeouts
- Player Exchanges
- Player Reminders
- Programmatic Matches
- GKTurnBasedEventHandler
- Summary
- Chapter 10: Voice Chat
- Voice Chat for Game Center
- Creating an Audio Session
- Creating New Voice Channels
- Starting and Stopping Voice Chat
- Chat Volume and Muting
- Monitoring Player State
- Voice Chat for Game Kit
- Creating an Audio Session
- Required Overhead
- Getting Things Running
- Putting It Together
- Summary
- Chapter 11: In-App Purchase with StoreKit
- Setting Up Your App in iTunes Connect
- Adding Products to Your App
- App IDs and In-App Purchase
- Setting Up
- Retrieving the Product List
- Presenting Your Products to the User
- Purchasing a Product
- Purchasing Code
- Purchasing Multiple Items
- Processing a Transaction
- Restoring Previously Completed Transactions
- Test Accounts and Testing Purchases
- Signing In with a Test Account
- Submitting a Purchase GUI Screenshot
- Developer Approval
- Receipts
- iOS 7 Local Receipt Validation
- Tying Everything Together in UFOs
- Summary
- Chapter 12: Twitter
- UFOs
- Twitter on iOS
- Tweet Composer
- Custom Tweets
- Going Further with Twitter
- Summary
- Chapter 13: Facebook
- UFOs
- Facebook on iOS
- Facebook Composer
- Facebook Apps
- Facebook Permissions
- Custom Facebook Posts
- Going Further with Facebook
- Summary
- Chapter 14: AirPlay
- AirPlay for Built-In Players
- MPNowPlayingInfoCenter
- Responding to Remote Events
- Enabling AirPlay in an App
- AirPlay Mirroring
- AirPlay for a Second Screen
- Responding to Screen Notifications
- Summary
- Chapter 15: Game Controllers
- Types of Game Controllers
- Connecting to Game Controllers
- Reading Data Through Polling
- Data Callbacks
- Pausing
- Player Indicator Lights
- Snapshotting
- Summary
- Index
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