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Index
Creating Mobile Apps with Appcelerator Titanium
Table of Contents Creating Mobile Apps with Appcelerator Titanium Credits About the Author About the Reviewers www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe? Free Access for Packt account holders
Preface
Titanium core
Titanium Mobile SDK Titanium studio Appcelerator analytics Appcelerator Cloud Services
What if this is not enough for my needs? What are the goals of this book? What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support
Downloading the example code Downloading the color images of this book Errata Piracy Questions
1. Stopwatch (with Lap Counter)
Creating our project
What have we here?
The UI structure
Why do we use views?
Now on to the code
It all starts with a window Displaying the current time with big numbers
We can now do our first run
Starting and stopping the stopwatch
We see the buttons, but they don't do much yet! Stopwatch is not defined, but it's okay
Keeping up with lap times
Capturing lap times Showing lap times in a scrollable list
Resetting the timer
Summary
2. Sili, the assistant that just listens
Creating our project The user interface structure Coding the application
Let's do some scaffolding
Let's see how this looks
Recording with a click on a single button
What good is a buffer if we're not using it?
Listing stored recordings
Be sure to call it!
Listening to a recording Deleting old recordings
Summary
3. The To-do List
Creating our project The user interface structure Let's get this show on the road
The database
Defining the structure Implementing our model
The user interface
The header view The tasklist The button bar Let's have a look
Developing a better switch for iOS
Adding a new task Listing all the existing tasks
Before executing the code
Marking a task as completed Filtering out completed tasks
Activating the filter
Deleting the completed tasks Close the door, you're letting the heat out
Summary
4. Interactive E-book for iPad
The user interface structure Before writing any code
A native module Where do I get it?
Creating our project
Adding the module to our project
Now we can code
The user interface
Importing the PageFlip module Adding some colorful views Making sure the pages actually turn Orientation
Why not just LANDSCAPE?
The rich HTML page The map view The video player Final assembly
Summary
5. You've Got to Know When to Hold 'em
Creating our project The application structure The main application window
Moving on to the code
Coding the user interface Sparing our fingers Preparing for our first run
The portfolio management window
Coding what we have designed
The form at the top The stock list
Navigating between the two windows
Let's see if it works
Moving stocks around
Saving our portfolio Keeping up on our objective Portfolio management
Saving Retrieving Updating a particular stock How much is our portfolio worth?
Wiring the preference service to the UI
Adding a new stock to the list Creating a custom look for our table rows
One more thing before we can test
Saving all that What if there are stocks already?
Retrieving the stock values from the Internet
Knowing where to get it
Let's see what we get from it
Retrieving one stock
Creating an HTTPClient object Opening the HTTPClient object Sending the request itself
Retrieving all stocks in a single call Calling the web service
Handling when stocks are updated Making the whole thing more fluid
Updating stocks when the portfolio has changed Updating stocks as the application starts
Summary
6. JRPG – Second to Last Fantasy
Creating our project The game's basic design We need an engine!
Where can we get it? Installing our module
The map (before we code a single line)
The right tool for the right job Creating the map Tilesets
Using the tileset
Using layers
Why layers?
Speaking the same language
Let's turn this map into a game
The scaffolding Loading an external asset Loading the game Let's fire it up! Hum! Somehow it looked like a better map editor
Let's see our map now
We need a hero
Hold that code, will you?
How does a SpriteSheet actually work?
Bringing our hero into the scene
Let's keep it modular Putting our hero on the map Hey! Don't stay in the corner
Venture around the map
No directional pad, but that's okay
Creating our V-Pad Is someone touching the V-Pad?
Giving some visual feedback to the user Aren't we forgetting something?
Moving our hero around
Seeing the future Living the future
Is it a game yet?
Our hero moves, but he's still pretty stiff
Make sure he walks in the right direction Make sure he stops in the right direction
Putting the finishing touch
The user is touching the V-Pad, but where exactly? Be sure nothing overlaps Cleaning up after ourselves
Summary
7. JRPG – Second to Last Fantasy Online
Creating our project
Recycling saves our time
Before we get our hands dirty
Some things to be considered
WebSockets
Setting up things
The server side
Enter Node.js
Installation
Creating our server project socket.io
Installing a JavaScript module on our server sounds complicated
Making sure everything is in place
The client side
The Web Socket module
Downloading the module Installing the module This will work, but at the same time, it won't
Coding our game server
Creating a web server in less than 10 lines of code
Taking our server for a spin
Keeping tabs on our players Creating our socket.io connection Game interactions
A player joins the game A player quits the game JavaScript arrays don't have a contains function?
Player interactions
A player moved around the map A player used the chat feature
Sparing network traffic Make sure everything runs smoothly
Let's bring this game online!
Connecting to the server Every player is different
Designing the hero selection window Gathering new assets To the code! Changing the hero's appearance
The hero has no clothes
Making this work
Before we go any further
Making our hero speak
Back to the drawing board
How to reach the window
Wiring it up Displaying what the hero is saying
Interacting with the game server
When our hero moves
This looks familiar
Someone joined Someone quit Someone moved Someone spoke Where is everybody? Be sure to hang up that connection
Game on! Summary
8. Social Networks
Creating our project One window to rule them all Code while it is hot!
The top section
Staying within the limits Setting up our Post button
The bottom section What if the user rotates the device? See it in action Polishing it up a little
Facebook Integration
Creating our application Retrieving our Facebook app ID There is a module for that
Instantiating our module
Linking our mobile app to our Facebook app
Allowing our user to log in and log out at the click of a button Handling responses from Facebook
Authorizing our application
Posting our message on Facebook
Twitter integration
Creating our application
Retrieving our consumer key and secret
No module, but a good,old fashioned JavaScript library
Instantiating the library
Linking with our Twitter application
Toggling the state of the Twitter connection Authorizing our application
Posting our message on Twitter
Settings
Before we touch anything Settings for iOS
Now to see if this works
Settings for Android
Where are those settings?
Android menus Let's give it a run!
The settings are changed, then what? It goes both ways
Summary
9. Marvels of the World around Us
Creating our project The main window
Let's dig in the right way
The header
The ListView component
The template Creating our ListView object
Wrapping it up Calling our main window Testing our work so far
Getting the device's location
How does that translate into code? How can we test this?
Using the iOS simulator Using the Android emulator Validating our test
Photos from the Web to our application
There is a web service for that...
Getting our API key Remembering that key Defining the call Making the call Handling the response
Having a second look at our main window
The photo viewer window
On with the code
Returning to our main window
Connecting the wires
Selecting a photo The Refresh button Testing out the navigation
Photo gallery integration
Android photo gallery integration iOS photo gallery integration One final run
Summary
10. Worldwide Marco Polo
We know the drill Let's see what we got here Our tabbed user interface
Getting this show on the road
The chicken and the egg Using those windows
Running our application for the first time
Appcelerator Cloud services
Creating a user Our development sandbox Connecting to the cloud
Don't forget to call it
Just to make sure
The Polo window
The user interface
One more thing
Determining the player's location
A better Geolocation service
Pushing our location to the Cloud
This is our very first time We already played this game before
Testing our Polo feature
The Marco window
Creating a dedicated map module We have CommonJS modules, let's use them Getting player locations from the cloud
Let's play! What about Android?
It's good that maps are their own thing Testing this new map module
Summary
A. References
The source code for this book The Page Flip Module The cURL utility The Stock quote API The tiled map editor Sprite sheets and tilesets The QuickTiGame2d game engine Node.js
NPM Socket.IO
The TiWS module The Facebook Graph API The social_plus library The Flickr API Appcelerator Cloud Services The MaxMind GeoIP service Google Maps v2
Index
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