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In the Work function, you move, step, tick, or do the work of a frame. In Draw, you render or draw the frame. I prefer the term work rather than move here, since you re not always moving things in games, but you are always doing something (that is, working). By splitting the game loop into two parts, you ve created a foundation for frame skipping. Nothing else needs to be changed in game.c and game.h, but you must be sure to place all your code that draws in Draw, and everything else in Work.

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#import <UIKit/UIKit.h> @interface FallingBallsRemakeViewController : UIViewController <UIAccelerometerDelegate> { UIImageView *stickman; } @end

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Like most operating systems, the iPhone operating system is event-driven. This means that, at any time, your application could receive a message. While you re drawing, performing complex calculations, or idling, you need to be ready. As a rule, this message becomes the system s top priority and is handled immediately. The system automatically calls your event handler(s), and it s your job to do something about it: handle the message or ignore it. Messages can be any number of things, from touches, to battery warnings, to application shutdown notices. Game loops tend not to lend themselves well to getting messages at any time. In practice, they don t have to, but it means you need to work with messages in a different way. With that in mind, you re almost ready start tracking touches. But first, you need to make a small preparation.

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If your iTunes ever lock up and the application does not respond on your Mac, press Command + Option + Escape. This is the shortcut to bring up the Force Quit Applications window, shown in Figure 3 25. 1. 2. 3. Go up to the iTunes Menu at the top and click. . Click Quit iTunes. If that doesn t work, go to any other program and click the small Apple in the upper left-hand corner. Click Force Quit and the list of running programs will be displayed. Highlight iTunes and click the Force Quit button. If this does not help, try restarting your Mac.

To simplify upcoming code, you can use a type to represent a position or a point, as shown in Listing 6-9. Apple does provide a type for us (CGPoint), but as I said earlier, you can t rely on anything Apple-specific when writing portable code.

Next, in the implementation file, we need to set the view controller as a delegate to the accelerometer, which tells the accelerometer to call a specific method in the view controller when accelerometer events occur. We can do this in the top of the viewDidLoad method. I won t show the rest of the method, which includes setting up the images and does not change:

4. 5. 6.

typedef struct { float x, y; } Vector2D;

You can check for updated software and install updated operating system (iOS) software using iTunes. NOTE: Do this update when you won t mind being without your iPod touch for 30 minutes or more, depending on the amount of information on your iPod touch and the speed of your computer and Internet connection.

- (void)viewDidLoad { [super viewDidLoad]; [[UIAccelerometer sharedAccelerometer] setDelegate:self];

Without going into vector math, let s just say points and positions are vectors, but not the other way around. For that reason, you re starting with a vector right now, instead of changing it later.

The iPod touch includes a built-in accelerometer and gyroscope, which is essentially a device that detects movement (acceleration) and tilt. Combine the accelerometer with a fantastic screen, lots of memory, and a fast processor, and you have the makings of a great gaming platform. With literally

After that, we need to create the method that the accelerometer will call:

If music/rhythm games are your thing, then you will find many such programs in the App Store. Popular console games such as Rock Band, Guitar Hero, and others have been ported to the iPhone. On some games, such as the new Guitar Hero, you really have to strum to keep pace and score points.

To play nice with a constant barrage of system events, you ll need to write event handlers. But instead of doing anything extravagant with the results, you ll simply store them. Take note of anything that happens (that you care about) touches, releases, and moves. Add the variables and event handler functions shown in Listing 6-10 above the drawView function.

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