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iPhone Game Blueprints

You're reading from   iPhone Game Blueprints If you're looking for inspiration for your first or next iPhone game, look no further. This brilliant hands-on guide contains 7 practical projects that cover everything from animation to augmented reality. Game on!

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849690263
Length 358 pages
Edition 1st Edition
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Author (1):
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Igor Uduslivii Igor Uduslivii
Author Profile Icon Igor Uduslivii
Igor Uduslivii
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Table of Contents (11) Chapters Close

Preface 1. Starting the Game FREE CHAPTER 2. Ergonomics 3. Gesture Games 4. Card and Board Games 5. Puzzles 6. Platformer 7. Adventure 8. Action Games 9. Games with Reality Index

Programming animation


Besides some artistic advantages, the sprite animation is not ideal: it is hard to readjust or rearrange quickly, it can take some memory resource, and it is not flexible enough. Therefore, in some situations, it is much more efficient to program some animations by code. The most obvious example is the wheels of a vehicle used in a game: nobody uses special frame-by-frame animation to rotate them, a simple code is used instead. Even characters can be animated using such methods; of course it is pretty hard, but it is possible (recall the description of a Spine animation editor from Chapter 1, Starting the Game). By using code, you control the general properties of an image: coordinates, scale, rotation angle, opacity, and even hue. So many things can be created.

Usually, most of the special effects in games are programmed. The most visual example is, of course, the simulation of smoke. To develop good smoke, only one small sprite is needed, containing an image of one...

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