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E-grāmata: Beginning iOS Game Center and GameKit: For iOS, tvOS, and MacOS

  • Formāts: EPUB+DRM
  • Izdošanas datums: 03-Dec-2021
  • Izdevniecība: APress
  • Valoda: eng
  • ISBN-13: 9781484277560
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  • Formāts: EPUB+DRM
  • Izdošanas datums: 03-Dec-2021
  • Izdevniecība: APress
  • Valoda: eng
  • ISBN-13: 9781484277560
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Create fun and polished games and gamify your apps with GameKit and Game Center. This fully updated new edition of Kyle Richter’s classic can help you reach new customers through social integrations, multiplayer, and achievements. Quickly add a level of polish to your apps that used to take weeks of hard work and late nights.

Implementing a leaderboard and achievement system has never been so simple! Gone are the days of writing and maintaining your own server. You'll also see how to easily add advanced networking concepts like VoIP support in hours, not days. Game Center is heavily pushed and promoted by Apple. By adding Game Center into your game, not only do you gain access to polished and professional features but your app will see a boost in downloads and sharing.

Expeditiously implement a plethora of advanced social networking concepts into your apps. Create custom Game Center Manager classes that can be rapidly deployed into any of your new or existing projects. And jump right over pitfalls commonly encountered by new and experienced Game Center developers. Become a Game Center development champ!

What You'll Learn
  • Build a reusable Game Center manager class that can be quickly used in future projects
  • Integrate Game Kit and Game Center leaderboards and Achievements into your project
  • Add real time and turned based multiplayer functionality to your game
  • Implement a real time voice chat system

Who This Book Is For

Experienced developers who already have a basic understanding of iOS development but haven’t yet had a chance to work with GameKit technology will benefit from this book. 
About the Authors xiii
Acknowledgments xv
Foreword: The Legend of Kyle, Game Hero xvii
Introduction xxi
Chapter 1 Getting Started with GameKit and Game Center
1(28)
GameKit: An Overview
3(1)
Networking
3(1)
Game Center
4(1)
Voice Chat
4(1)
Sample Game: UFOs
4(3)
UFOs: Understanding the Game
5(2)
UFOs: Examining the Source Code
7(17)
Setting Up the Accelerometer Delegate
9(1)
Drawing the Player to the View
10(1)
Setting Up Cows, Beams, and Scores
11(1)
Adding Player Movements
12(1)
Watching for Touch Events
13(3)
Spawning and Moving Cows
16(4)
Performing a Hit Test with a UIImage
20(1)
Abducting a Cow
21(2)
Configuring App Store Connect for Game Center
23(1)
Getting Started with App Store Connect
24(3)
Configuring Game Center in App Store Connect
26(1)
Summary
27(2)
Chapter 2 Game Center: Configuring and Getting Started
29(16)
Creating a Game Center Manager Class
29(2)
Authenticating with Game Center
31(6)
Modifying the GameCenterManager Class
31(2)
Authenticating from UFOViewController
33(4)
Watching for Status Changes
37(1)
Working with GKLocalPlayer
38(1)
Game Center Friends
39(2)
Working with Players
41(2)
Summary
43(2)
Chapter 3 Leaderboards
45(34)
Why a Leaderboard?
46(1)
An Overview of Leaderboards in Game Center
47(2)
Benefits of Using Apple's Leaderboard GUI vs. a Custom GUI
48(1)
Configuring a Leaderboard in App Store Connect
49(6)
Recurring Leaderboards
55(1)
Posting a Score
56(1)
Adding Score Posting to UFOs
57(3)
Handling Failures When Submitting a Score
60(5)
Presenting a Leaderboard
65(3)
Customizing the Leaderboard
68(3)
Modifying GameCenterManager
71(1)
Filtering Results on a Custom Leaderboard
72(3)
Displaying the Custom Leaderboard
74(1)
Local Player Score
75(1)
A Better Approach
76(1)
Game Center Groups
76(1)
Summary
77(2)
Chapter 4 Achievements
79(44)
Why Achievements?
81(1)
An Overview of Achievements in Game Center
82(2)
Benefits of Using Apple's Achievement GUI vs. a Custom GUI
82(2)
Configuring Achievements in App Store Connect
84(15)
Presenting Achievements
90(2)
Modifying Achievement Progress
92(7)
Resetting Achievements
99(1)
Adding Achievement Hooks
100(22)
Achievement Completion Feedback
108(3)
Custom Achievement GUI
111(8)
Recovering from a Submit Failure
119(3)
Summary
122(1)
Chapter 5 Matchmaking and Invitations
123(36)
Why Add Matchmaking and Invitations to Your App?
124(2)
Common Matchmaking Scenarios
126(2)
Creating a New Match Request
128(1)
Presenting Match GUI
129(6)
Handling Incoming Invitations
135(4)
Auto-Matching
139(1)
Matching Programmatically
140(1)
Adding a Player to a Match
141(1)
Reinvites
142(1)
Player Groups
142(2)
Player Attributes
144(7)
Understanding Player Attribute Limitations
145(1)
Working with Player Attributes
146(5)
Player Activity
151(3)
Using Your Own Server (Hosted Matches)
154(4)
Summary
158(1)
Chapter 6 Network Design Overview
159(20)
Three Types of Networks
161(5)
Peer-to-Peer Network
161(2)
Client-to-Host Network
163(2)
Ring Network
165(1)
Less Common Networks
166(2)
Reliable Data vs. Unreliable Data
168(3)
Sending Only What Is Needed
171(2)
Prediction and Extrapolation
173(1)
Formatting Messages
174(1)
Preventing Cheating and Preventing Timeout-Related Disconnections
175(1)
What to Do When All Else Fails
176(1)
Summary
177(2)
Chapter 7 Exchanging Data
179(38)
Modifying a Single-Player Game
179(1)
Setting Up Our Engine for Multiplayer
180(12)
Picking a Host
183(1)
Sending Data
184(5)
Receiving Data
189(3)
Putting Everything Together
192(22)
Selecting the Host
193(2)
Displaying the Enemy UFO
195(4)
Spawning Cows
199(5)
Sharing Scores
204(2)
Adding Network Abduction Code
206(8)
Disconnections
214(1)
Summary
215(2)
Chapter 8 Turn-Based Gaming with Game Center
217(30)
A New Sample Project
219(3)
GKTurnBasedMatchmakerViewController
222(4)
Establishing Game State
226(3)
Starting a New Game
229(4)
Making the First Move
233(5)
GKLocalPlayerListener Extensions
238(1)
Continuing a Game in Progress
239(3)
Quitting and Forfeiting
242(1)
Programmatic Matches
243(1)
GKTurnBasedEventHandler
244(1)
Summary
245(2)
Chapter 9 Voice Chat
247(10)
Voice Chat for Game Center
247(6)
Creating an Audio Session
248(1)
Creating New Voice Channels
249(1)
Starting and Stopping Voice Chat
250(1)
Chat Volume and Muting
251(1)
Monitoring Player State
252(1)
Putting It Together
253(2)
Hooking Up a User Interface
255(1)
Summary
256(1)
Chapter 10 In-App Purchase with StoreKit
257(26)
Setting Up Your App in App Store Connect
259(12)
Adding Products to Your App
265(1)
App IDs and In-App Purchase
265(1)
Setting Up
266(1)
Retrieving the Product List
267(2)
Presenting Your Products to the User
269(2)
Purchasing a Product
271(6)
Purchasing Code
272(1)
Purchasing Multiple Items
273(1)
Processing a Transaction
274(3)
Restoring Previously Completed Transactions
277(1)
Test Accounts and Testing Purchases
277(1)
Signing In with a Test Account
278(1)
Submitting a Purchase GUI Screenshot
278(1)
Developer Approval
279(1)
Tying Everything Together in UFOs
279(1)
Summary
280(3)
Chapter 11 Game Controllers
283(14)
Types of Physical Game Controllers
283(1)
Connecting to Game Controllers
284(2)
Reading Data Through Polling
286(3)
Data Callbacks
289(2)
Pausing
291(1)
Player Indicator Lights
291(1)
Snapshotting
292(1)
Virtual Controllers
292(3)
Summary
295(2)
Index 297
Kyle Richter started writing code in the early 90's on the Commodore 64, and soon after progressed to a Mac SE. Since then he has been dedicated to working exclusively with Apple products. Kyle is currently the CEO of MartianCraft LLC a custom mobile software development shop. Kyle has been running software development companies since 2004. His company was behind the release of the first iOS trivia game, as well as the first mobile game to support true non-local multiplayer. His companies have been named to the Inc 5000 fastest growing companies in the world on three separate occasions. Kyle has worked on notable project for some of the largest brands in the world. He is also a frequent speaker on software development and entrepreneurship speaking at more than two hundred events across the globe. In his spare time he enjoys traveling, backcountry hiking, scuba diving, and cooking. He can be found on twitter @kylerichter.







Beau Bolle has been tinkering with technology as long as he can remember and has over 20 years of professional software development experience. Hes worked on a wide variety of clients from startups to Fortune 500 companies on an even wider variety of projects including audio tools; social media apps; e-commerce, bug tracking, source control, and CRM systems; and enterprise apps. As CTO of MartianCraft, he is dedicated to creating an environment that fosters creativity and enables people to do their best work. In his free time, Beau enjoys traveling, camping, and hiking. Hes an avid tabletop gamer and has recently taken up leatherworking.