Game Development Reference
In-Depth Information
app at https://itunesconnect.apple.com/docs/iTunesCon-
nect_DeveloperGuide.pdf .
As I said, the incoming network connections warning dialog is caused by iSimulate.
The iSimulate library needs to accept incoming connections from the iSimulate app,
which you can run on your WiFi-enabled iOS device in order to remote control the
simulator. In other words, iSimulate enables you to test your game using your device
but running in the Simulator. All the features the Simulator doesn't have—such as
GPS, accelerometer, or multitouch—can be simulated with the iSimulate app. It can be
a real time-saver.
For example, if you have iSimulate running on your device and connected to your Mac,
you will receive messages like accelerometer:didAccelerate: in your app,
even though the Simulator doesn't have an accelerometer. This makes iSimulate an in-
valuable tool if you consider that running your app is usually a lot faster than deploying
it to a device. I recommend giving it a try with Kobold2D's User-Input template pro-
ject.
iSimulate is available on the App Store and normally costs $15.99: ht-
tp://itunes.apple.com/app/isimulate/id306908756 .
DoodleDrop for Mac with KKInput
So far, all the projects throughout the topic were written for iOS. If you install Ko-
bold2D, you'll notice that not only are most of the topic's projects included in Ko-
bold2D, almost all of them also have a Mac OS version.
So, what would it take to make a project like DoodleDrop from Chapter 4 work both on
Mac and on iOS? Not that much actually. It turns out that by far the biggest change is
related to handling user input. Thankfully, Kobold2D provides a platform-agnostic user
input handler that simplifies user input dramatically by allowing you to test the state of
input devices at any time in any class and method.
First, the accelerometer:didAccelerate event method has been removed be-
cause it's no longer needed. Instead, KKInput will be responsible for providing the
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