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        <title>Sparrow Wiki</title>
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    <item rdf:about="https://wiki.sparrow-framework.org/manual/adding_uikit_elements_on_top_of_sparrow?rev=1408948365&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-08-25T06:32:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Adding UIKit Elements on top of Sparrow</title>
        <link>https://wiki.sparrow-framework.org/manual/adding_uikit_elements_on_top_of_sparrow?rev=1408948365&amp;do=diff</link>
        <description>Adding UIKit Elements on top of Sparrow

Sparrow renders all its contents directly into the view object of its SPViewController. Since the view is a normal UIView object, you can add any conventional UIKit view objects on top of Sparrow. The UIKit objects will always be drawn on top of the Sparrow elements, though; you cannot place Sparrow elements on top of UIKit elements.</description>
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        <dc:date>2015-03-11T13:15:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Animation</title>
        <link>https://wiki.sparrow-framework.org/manual/animation?rev=1426079748&amp;do=diff</link>
        <description>Animation

Animations are a fundamental part of any game. Sparrow helps you by making animations as simple as possible.

If you think about it, there are two kinds of animations. There are the animations where you know from the beginning exactly what will happen</description>
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        <dc:date>2013-05-29T15:25:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Audio Playback</title>
        <link>https://wiki.sparrow-framework.org/manual/audio_playback?rev=1369841109&amp;do=diff</link>
        <description>Audio Playback

Any decent game requires sound. Sound creates an atmosphere and pulls the player right into the game&#039;s world. Thankfully, Sparrow makes it easy to play sound. 

The audio engine needs to be initialized at the game&#039;s start, and stopped before the game ends. If you started your project with the latest scaffold project, this will already be done for you.</description>
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    <item rdf:about="https://wiki.sparrow-framework.org/manual/compiled_sprites?rev=1369578074&amp;do=diff">
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        <dc:date>2013-05-26T14:21:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Compiled Sprites</title>
        <link>https://wiki.sparrow-framework.org/manual/compiled_sprites?rev=1369578074&amp;do=diff</link>
        <description>Compiled Sprites

Compiled Sprites are called “Flattened Sprites” since Sparrow 2.0. Find out more about them here: Flattened Sprites.</description>
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        <dc:date>2013-06-28T07:20:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Custom Display Objects</title>
        <link>https://wiki.sparrow-framework.org/manual/custom_display_objects?rev=1372404034&amp;do=diff</link>
        <description>Custom Display Objects

One nice thing about Sparrow is that you can modify almost any aspect of the actual rendering process. You can not only review the code to see how it uses OpenGL to render display objects; you can actually create custom display objects with their own render methods.</description>
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        <dc:date>2013-11-08T04:30:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Display Objects</title>
        <link>https://wiki.sparrow-framework.org/manual/display_objects?rev=1383885053&amp;do=diff</link>
        <description>Display Objects

A fundamental part of Sparrow is its display tree architecture. It describes how and where to draw objects on the screen. Sparrow was inspired heavily by the architecture of Adobe Flash: in fact, most classes and functions have the same names as their original Flash equivalent.</description>
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        <dc:date>2013-12-13T09:06:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Displaying Text</title>
        <link>https://wiki.sparrow-framework.org/manual/displaying_text?rev=1386925562&amp;do=diff</link>
        <description>Displaying Text



Displaying text is easy. The class SPTextField should be quite self explanatory. By default, it uses the system fonts of the iPhone.


SPTextField *textField = [SPTextField textFieldWithWidth:145 height:80 
    text:@&quot;Text&quot; fontName:@&quot;Helvetica&quot; fontSize:12.0f color:0xff0000];
textField.hAlign = SPHAlignRight;  // horizontal alignment
textField.vAlign = SPVAlignBottom; // vertical alignment
textField.border = YES;</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2013-05-28T13:54:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Dynamic Textures</title>
        <link>https://wiki.sparrow-framework.org/manual/dynamic_textures?rev=1369749265&amp;do=diff</link>
        <description>Dynamic Textures

Sparrow lets you create custom textures directly at run-time. However, we didn’t reinvent the wheel for that feature --- credit goes to the iPhone SDK, which already contains a powerful API called “Core Graphics”.

You access the drawing</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2014-02-05T08:54:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Enhanced Events</title>
        <link>https://wiki.sparrow-framework.org/manual/enhanced_events?rev=1391590448&amp;do=diff</link>
        <description>Enhanced Events

Simplified Event Dispatching

To dispatch an event, you create an event object and pass it to the “dispatchEvent:” method --- you&#039;ve seen that already.


SPEvent *event = [SPEvent eventWithType:EVENT_TYPE];
[self dispatchEvent:event];</description>
    </item>
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        <dc:date>2013-05-27T10:26:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Event Handling</title>
        <link>https://wiki.sparrow-framework.org/manual/event_handling?rev=1369650366&amp;do=diff</link>
        <description>Event Handling

Previously, I showed you how to create a class that displays a message box with two buttons. However, the message box lacked a critical feature: there was no way to notice when a user clicked on one of its buttons, and on which button.

This can be handled with the help of Sparrow&#039;s flexible event system. If you have another look at the class hierarchy of display objects, you will notice that SPDisplayObject inherits from a class called SPEventDispatcher. Thus, each and every dis…</description>
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        <dc:date>2013-05-29T15:50:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Finished &quot;Part I: The Basics&quot;</title>
        <link>https://wiki.sparrow-framework.org/manual/finished_part_i?rev=1369842618&amp;do=diff</link>
        <description>Finished &quot;Part I: The Basics&quot;

Achievement Unlocked!

You have successfully finished the first major part of the manual. Congratulations! Now is the perfect time to grab a cup of coffee or eat some of the delicious chocolate cookie that is waiting for you in the kitchen.</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/finished_part_ii?rev=1369842427&amp;do=diff">
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        <dc:date>2013-05-29T15:47:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Finished &quot;Part II: Advanced Topics&quot;</title>
        <link>https://wiki.sparrow-framework.org/manual/finished_part_ii?rev=1369842427&amp;do=diff</link>
        <description>Finished &quot;Part II: Advanced Topics&quot;

Achievement Unlocked!

You have successfully finished the second part of the manual. Those topics really were quite advanced --- pat yourself on the back and shave off that beard you&#039;ve grown during the last hours.</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/flattened_sprites?rev=1369836818&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-05-29T14:13:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Flattened Sprites</title>
        <link>https://wiki.sparrow-framework.org/manual/flattened_sprites?rev=1369836818&amp;do=diff</link>
        <description>Flattened Sprites

Performance-junkies will be happy about the method “flatten” of the SPSprite class.

Whenever you call that method, the class will optimize the rendering of its children so that the number of OpenGL calls that have to be executed is minimal. That means that everything will be rendered extremely fast. And I mean it</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/installation?rev=1369638398&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-05-27T07:06:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Installation</title>
        <link>https://wiki.sparrow-framework.org/manual/installation?rev=1369638398&amp;do=diff</link>
        <description>Installation

Download

Download Package

In order to get going you need to first download the Sparrow package. The download package contains everything you’ll need: The source code, a demo project and a scaffold for your own games.

You can copy this package anywhere you want on your system. Just be sure to pick a place where it can stay constantly, because we will have to tell Xcode about its location, and you don&#039;t want to have to change that later.</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/introduction?rev=1457389752&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-03-07T22:29:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Introduction</title>
        <link>https://wiki.sparrow-framework.org/manual/introduction?rev=1457389752&amp;do=diff</link>
        <description>Introduction

Sparrow is written in pure Objective-C; you will need to have a basic knowledge of this language to use Sparrow. There are numerous books available that teach you the language, and there is a very good introduction available on Apple&#039;s iPhone developer page. If you have not used the language yet, fear not: if you know any other object oriented language, you will get the hang of it quickly.</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/macros?rev=1369645095&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-05-27T08:58:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Macros</title>
        <link>https://wiki.sparrow-framework.org/manual/macros?rev=1369645095&amp;do=diff</link>
        <description>Macros

Sparrow contains several handy preprocessor macros that can make your life easier.

Angles

Sparrow expects all angles in radians (different to Flash, which uses degrees in some places and radians in others). To convert between degrees and radians, you can use the following simple macros.</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/movie_clips?rev=1420712845&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-01-08T10:27:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Movie Clips</title>
        <link>https://wiki.sparrow-framework.org/manual/movie_clips?rev=1420712845&amp;do=diff</link>
        <description>Movie Clips

Sparrow contains a very lightweight movie class: SPMovieClip. You can imagine this class as an SPImage with changing textures. (As it extends SPImage, it is really just that.)

Acquiring Textures

It is recommended that all frames of your movie clip are from one texture atlas, and that all of them have the same size (if they have not, they will be stretched to the size of the first frame).</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/performance_optimization?rev=1375541194&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-08-03T14:46:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Performance Optimization</title>
        <link>https://wiki.sparrow-framework.org/manual/performance_optimization?rev=1375541194&amp;do=diff</link>
        <description>Performance Optimization

While Sparrow does what it can to produce games that run super-smooth, it can&#039;t do all the work for you. To achieve the best possible performance, you have to understand some key concepts of its architecture. Here is a list of best practices you can follow to have your game run as fast as possible.</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/pivot_points?rev=1369491229&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-05-25T14:13:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Pivot Points</title>
        <link>https://wiki.sparrow-framework.org/manual/pivot_points?rev=1369491229&amp;do=diff</link>
        <description>Pivot Points

Since Sparrow 1.2, display objects contain two additional properties: pivotX and pivotY. The pivot point of an object (also know as “origin”, “root” or “anchor”) defines the root of its coordinate system. 

Per default, the pivot point is at</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/project_setup?rev=1404376606&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-07-03T08:36:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Project Setup</title>
        <link>https://wiki.sparrow-framework.org/manual/project_setup?rev=1404376606&amp;do=diff</link>
        <description>Project Setup

To make it easy to create your own Xcode projects with Sparrow, the download package contains two projects that can serve as the starting point for your own games:

The Barebone Project

The Barebone project is the most lightweight way to set up Sparrow. It does only what is absolutely necessary: create an</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/pvr_textures?rev=1369827027&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-05-29T11:30:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>PVR Textures</title>
        <link>https://wiki.sparrow-framework.org/manual/pvr_textures?rev=1369827027&amp;do=diff</link>
        <description>PVR Textures

While PNG textures get the job done most of the time, they can be greedy when it comes to memory consumption. When your graphics memory is beginning to fill up, PVR textures might come to the rescue!

PVR textures come in different flavors, some of them reducing the image quality of your textures. The following comparison shows the results of using the format to both file size and image quality.</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/setting_up_xcode?rev=1390560122&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-24T10:42:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Setting up Xcode</title>
        <link>https://wiki.sparrow-framework.org/manual/setting_up_xcode?rev=1390560122&amp;do=diff</link>
        <description>Setting up Xcode

Before creating a project of your own, you have to make some preparations in Xcode.


Create a Source Tree variable

Sparrow is linked to your application via Xcode project references. This has the advantage that it’s easy to update Sparrow (just download a new release and overwrite the old one in the same directory) and that you can easily step into Sparrow source code, in case you want to do so.</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/start?rev=1391590483&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-02-05T08:54:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>The Sparrow Manual</title>
        <link>https://wiki.sparrow-framework.org/manual/start?rev=1391590483&amp;do=diff</link>
        <description>The Sparrow Manual

The Sparrow framework allows you to create interactive applications for the iPhone platform. The main target is the creation of 2D games, but Sparrow can be used for any graphical applications.

Part I: The Basics

This part provides an introduction to developers who want to learn the basic principles of Sparrow. If you follow these documents, you should be able to start developing your first project with Sparrow.</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/texture_formats?rev=1369908226&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-05-30T10:03:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Texture formats</title>
        <link>https://wiki.sparrow-framework.org/manual/texture_formats?rev=1369908226&amp;do=diff</link>
        <description>Texture formats

There are different file formats available which can hold your textures. The format you are using can have influence on memory consumption.

Size Limits

Before we look at the actual formats, there is one thing you have to be aware of. Regardless of the file type, the maximum texture size is limited, depending on the device the game is running on. If you load a texture that exceeds this size, the app will crash!</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/textures_and_images?rev=1369910376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-05-30T10:39:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Textures and Images</title>
        <link>https://wiki.sparrow-framework.org/manual/textures_and_images?rev=1369910376&amp;do=diff</link>
        <description>Textures and Images

In the previous section, you might have noticed that we displayed an image using the SPImage object, but used an SPTexture object to set the button&#039;s image. So what is the difference between an image and a texture?

Textures

A texture is just the data that describes an image</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/the_barebone_project?rev=1369981123&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-05-31T06:18:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>The Barebone Project</title>
        <link>https://wiki.sparrow-framework.org/manual/the_barebone_project?rev=1369981123&amp;do=diff</link>
        <description>The Barebone Project

Sparrow contains two projects that can be the basis for your games. The “Barebone” project is one of it. It provides just the minimal code you need to create a Sparrow powered application; perfect to get started with Sparrow without any distractions!</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/the_scaffold_project?rev=1432751447&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-05-27T18:30:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>The Scaffold Project</title>
        <link>https://wiki.sparrow-framework.org/manual/the_scaffold_project?rev=1432751447&amp;do=diff</link>
        <description>The Scaffold Project

Don&#039;t be fooled: while the Scaffold project that comes with Sparrow doesn&#039;t look like much, it&#039;s actually extremely powerful! This section will teach you all you need to know to get started.

Overview

Start me up!

Before we begin to modify the project, I recommend having a look at what it&#039;s capable of per default. Open it up in Xcode and start it in the simulator or on your device. It&#039;s configured as a universal app, i.e. it runs on iPhone, iPod Touch and iPad in full res…</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/touch_events?rev=1391590461&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-02-05T08:54:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Touch events</title>
        <link>https://wiki.sparrow-framework.org/manual/touch_events?rev=1391590461&amp;do=diff</link>
        <description>Touch events

One of the most revolutionary features of the iPhone is that it allows you to control it with your fingers. No physical buttons, not even a stylus is required -- and you can even use several fingers simultaneously. Sparrow makes it easy for you to react to touches of one or more fingers.</description>
    </item>
    <item rdf:about="https://wiki.sparrow-framework.org/manual/universal_app_development?rev=1422520972&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-01-29T08:42:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Universal App Development</title>
        <link>https://wiki.sparrow-framework.org/manual/universal_app_development?rev=1422520972&amp;do=diff</link>
        <description>Universal App Development

Sparrow&#039;s Scaffold project is preconfigured as a universal app, i.e. it runs on all iOS devices. In fact, that&#039;s the top feature of the scaffold project: to minimize the effort of creating a game that runs on all iOS devices.</description>
    </item>
</rdf:RDF>
