Posts Tagged ‘Objective-C’

Ask any developer of fast-paced iPhone games what language they use and none will say Objective-C. I am not referring to card games, or simple games like SpaceBubble. I am talking about processor intensive, special effects, things flying at you from all angles, kind of games. Of course every iPhone game has to use SOME Objective-C to get the app up and running and for certain API calls, but those kinds of things should not take up more than a few hundred lines of code at most in a large game.
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I updated SpaceBubble to support iAds a while ago but haven’t gotten around to uploading the new code. This is good, because I found a bug in the meantime. This is for the unreleased version which is still in review with all bugs fixed. Enjoy!




Here is the updated Objective-C source code to my iPhone game SpaceBubble! (more…)

Let’s say you have a view overlaying another view that you would like to close in a fancy fashion when the user click a button, thus displaying the view directly below it. Put this code as your button’s IBAction message handler and tell me that doesn’t spice up your app like crazy! I am not going to explain how it looks, just try it. You’ll love it. It’s a nice use of code blocks too. :)

-(IBAction)onButtonClick:(id)sender {
	[UIView transitionWithView:self.view duration:0.2 options:UIViewAnimationOptionTransitionFlipFromLeft animations:^{
		self.view.frame = CGRectOffset(self.view.frame, 0, -self.view.frame.size.height);
	} completion:^(BOOL finished) {
		[self.view removeFromSuperview];
		[self release];
	}];
}

The learning curve of Cocoa can be steep depending on your background, but it’s a climb that is sure to leave a smile on your face every few steps of the way. Just enough to offset the hair pulling and cursing that is sure to ensue from jumping into Cocoa programming for the first time. One of the features that sweetened things up for me was Cocoa’s UIView animation capabilities. There is a lot to cover, and I just don’t have the time to even think about how to approach a lesson on all the animation features. I will give you an example of basic animation and a possible implementation and point you in the direction of Apple’s documentation so that you can build upon what you learned here.

For more information make sure to read Apple’s documentation on the UIView class. There is a lot more you can do with but let this be simply a foundation for you to learn the basic concept.


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Here is the source code to a simple iPhone project I made that demonstrates a Table View-Based Application with a Navigation Bar Controller to manage the subsidiary screens of content. This application creates a Table View Controller that manages a Table View. The Table View displays a list of color names. When a table cell is selected, a screen of the appropriate color is displayed. Navigation between the table view and the subsidiary screens is managed by a Navigation Bar Controller. The Table View Controller serves as the First (or Root) View Controller of the Navigation Bar Controller.




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Here is the source code to a simple iPhone project I made that demonstrates the Navigation Controller.




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Here is the source code to a simple project I made in an iPhone development class I took. Click the + and – signs to increase / decrease the number of sides on the polygon. It was one of the funner projects in that class, so I wanted to share my solution to it.




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Using iOS 4 Frameworks on OS 3

With iOS 4 comes 1500 new features for developers to take advantage of. Unfortunately, not all of your users will be able to enjoy this new experience. For example, if your user has a 1st generation device only capable of running OS 3.1. Or an iPad which (at the time of writing this article) only runs 3.2. Utilizing some of these new features will make or break a cross version app, but some can be worked with. This tutorial demonstrates how to solve this problem.
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If you were previously loading a UIImage with initWithContentsOfFile, you will need to change your code slightly if you want to support the high resolution capabilities of the iPhone 4 retina display. (more…)

I updated SpaceBubble to support the retina display on the iPhone 4. It was quite simple really, just had to change a few lines of code, rebuild my Entitlements.plist file, and add high resolution images.




Here is the updated Objective-C source code to my iPhone game SpaceBubble! (more…)

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