Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Creating Mobile Apps with Appcelerator Titanium

You're reading from   Creating Mobile Apps with Appcelerator Titanium There's no better way to learn Titanium than by using the platform to create apps for iPhone, iPad, and Android, and this tutorial lets you do exactly that. It's a truly hands-on approach that covers all the essential bases.

Arrow left icon
Product type Paperback
Published in Oct 2013
Publisher Packt
ISBN-13 9781849519267
Length 318 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Christian Brousseau Christian Brousseau
Author Profile Icon Christian Brousseau
Christian Brousseau
Arrow right icon
View More author details
Toc

Table of Contents (13) Chapters Close

Preface 1. Stopwatch (with Lap Counter) FREE CHAPTER 2. Sili, the assistant that just listens 3. The To-do List 4. Interactive E-book for iPad 5. You've Got to Know When to Hold 'em 6. JRPG – Second to Last Fantasy 7. JRPG – Second to Last Fantasy Online 8. Social Networks 9. Marvels of the World around Us 10. Worldwide Marco Polo A. References Index

We need an engine!

While we could use standard views and image views to create our graphics and move them around the screen, this approach would be problematic in many aspects. The first one would be performance; even when it's empty, a View is still a pretty heavyweight native component. Another aspect would be related to animation and visual effects. While Titanium provides us with functions to stretch, rotate, move, or even animate the images, such functions are not well-suited for high performance graphics.

Therefore, we will rely on a native game engine called quicktigame2d. This engine will provide us with the functionality that we expect from a gaming engine.

It includes features such as:

  • Game view and scene management
  • Sprites and transformations
  • Animations
  • Maps
  • Particles

We will go over most of these items throughout this chapter, but for now, all we need to keep in mind is that the game engine is basically a native module. This will give us the ability to manipulate low-level graphics...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime