TweetFollow Us on Twitter

Animation Contest
Volume Number:1
Issue Number:5
Column Tag:Mousehole

Animation Contest

By David E. Smith

Last month we presented a complete application shell program in assembly that supported desk accessories, cut and past and “about” dialog boxes. But the application itself was rather boring, simply drawing nested boxes in the window. This month, we concentrate on the application itself. To eliminate confusion, we will use the simple shell program from the December issue of MacTutor that simply opens a window. This allows us to concentrate on the application, which is to animate a paddle and ball. Once we understand animation, we can combine our paddle and ball program with the shell program published last month to create a complete Mac game application. But first, the problem of animation.

Animation Contest

The Mousehole recently held a programming contest sponsored by MacTutor on the problem of moving a paddle with the mouse. “Brett” offered an interesting solution: “Have the user blink a lot and pretend!” Another interesting solution offered by “Lone Falcon” and “Chief Wizard” and expanded on by “The Jerk” was to make the cursor a paddle and constrain the cursor to a given rectangle. The trap call “_PinRect” can be used to change the rectangle in which the cursor is allowed to move. Or the rectangle can be poked into the global variable at $834 as mentioned by “The Jerk”. One problem with this solution is that of providing an “escape” for the cursor when you want to go to the menu bar to quit the game!

A simple technique to move the paddle is to draw the paddle rectange where the mouse now is and erase it from where the paddle used to be. The following example code shows how this might be done:

MOVEPADDLE:

; Copy current paddle to old paddle

LEApaddle, A0
LEAoldpaddle, A1
MOVE.W  0(A0), 0(A1) ;top of rect
MOVE.W  2(A0), 2(A1) ;left of rect
MOVE.W  4(A0), 4(A1) ;bottom 
MOVE.W  6(A0), 6(A1) ;right

; Update paddle position from mouse

; _GetMouse trap previously called
; and mouse coord. saved in Mouse.
; Since paddle moves vertically, only
; the top and bottom coordinates need
; be updated.

LEAMouse, A0;get mouse
LEApaddle, A1  ;get paddle
MOVE.W  (A0), (A1) ;update top
MOVE.W  (A0), D0 ;get top
ADD.W Paddlelength, D0  ;add length
MOVE.W  D0, 4(A1);update bottom

; Erase old paddle position

PEAoldpaddle;push old pad.
_EraseRect;erase it

; Draw new paddle

PEApaddle ;push paddle
PEAPaddlepattern ;push fill pat.
_FillRect ;draw paddle
RTS

The Paddle Blinks!

The problem with the above solution, and hence the contest, is that the paddle will blink as it moves up and down. The problem is to improve on the above technique to eliminate the blinking. The reason for the blinking is shown in figure 1.

As shown in figure 1, the paddle blinks because we are erasing and drawing part of the paddle that overlaps, causing it to blink on and off. The solution is to determine the non-overlapping part and erase only that part. One way to do this is to replace the bottom of the old paddle with the top of the new paddle. Then the modified old paddle rectange would be only the cross-hatched area shown in figure 1 as the non-over-lapping part. But that only works for the paddle moving down. If the paddle moves up, then the opposite condition applies as shown in the following code segment:

ERASEPADDLE:

; create difference rectange

LEApaddle, A0  ;new paddle
LEAoldpaddle, A1 ;old paddle
MOVE.W  (A0), D0 ;get new paddle
MOVE.W  (A1), D1 ;get old paddle
SUB.W D1, D0;top difference
BMIUP ;moving up?

DN: MOVE.W (A0), 4(A1)  ;update bottom
     JMP Eraseit

UP: MOVE.W 4(A0), (A1)  ;update top

Eraseit:  PEA oldpaddle
 _EraseRect

CONTEST WINNER!

The above method works fine for a rectangular paddle moving up or down. But what about the ball? The winning solution to our animation contest was posted by “Don L.” in which he explained how regions could be used in a manner similar to what was done above for rectangles. Moreover, the toolbox has a special trap for finding the difference of two regions but does not have a similar trap for rectangles. The solution then is to form a union region of the old and new paddle regions, and then take the difference between the new paddle and this union region. The difference region is then erased and the paddle re-drawn. The result is a non-blinking paddle but using regions instead of rectangles.

In our example program we use “Don L.”’s method to move the ball as a region, and the rectangular method for moving the less complicated paddle rectangle. See the subroutine MOVEPADDLE for the rectangular implmentation discussed above and the subroutine MOVEBALL for the region solution submitted by Don. The tricky part is getting the regions properly defined with NewRgn, OpenRgn and CloseRgn.

Detecting Collisions

Once we have a moving paddle responding to the mouse, and a ball moving towards us, we need to detect if the ball has hit the paddle. A simple way to do this is to use the trap _RectInRgn, which tells if the given rectange intersects with the given region. We have used this trap by pushing the paddle rectange as the given rectange, and the ball region as the given region and tested the returning byte for true or false. If true, then the ball has “hit” the paddle, and we erase the ball and start a new one. If not, then the paddle has “missed” the ball and the game ends on a click of the mouse. Of course, in the final game, we really want the ball to “bounce” and move away from the paddle if there is a hit. We will leave the problem of bouncing for next month.

ANIMATE EXAMPLE

Our sample program includes all of the topics we’ve discussed this month in a complete program. To conserve space, none of the fancy user interface support we did last month is included. The program opens a window and displays our game field with a rectangular paddle, and launches a ball. If the user hits the ball, it disappears and another ball is launched. If the user misses the ball, the game stops until the button is pressed, at which point the finder is invoked. This is the basic animation required for a pinball type of game. Make note of the INITBALL routine that sets up the three temporary regions for use with the ball, and the MOVEBALL routine which erases the ball by only erasing the non-over-lapping region. Using these techniques, the paddle and ball should move smoothly over the shaded playing field.

BALL SPEED

The speed of the ball is determined by the increment used to update the ball region. The trap “_OffSetRgn” is used to incrementaly move the ball a small distance (dh, dv). In our example, dh is set at -1 and dv is zero, making the ball move horizontally one pixel left at a time. For a faster moving ball, the horiztonal increment should be doubled in a loop, until the user misses. Try this and see how fast the ball appears to move. Note that moving the paddle very quickly does produce an effect on the speed of the ball slightly.

In figure 2 we see the output from this month’s program. The white ball moves on a field of gray towards the black paddle. The white area was added in MacPaint to reduce the amount of gray, which does not print well.

Resources and Linker Files

The resource and linker files included are the minimum necessary to get an icon to pop up on the desktop. Our icon is shown at the top of the column header, and was produced using the Icon Converter Utility from issue 2 and “included” into our resource source code.

; EXAMPLE ASSEMBLY PROGRAM 
; ANIMATE (MacTutor 1-5)
; VERSION 27 FEB 1985
; (C) 1985 MacTutor by David E. Smith

;    Macro subset for Toolbox stuff

MACRO _InitGraf =  DC.W $A86E|
MACRO _InitWind =DC.W $A912| 
MACRO _NewWindow = DC.W $A913|
MACRO _setport = DC.W $A873|
MACRO _InitFont =DC.W $A8FE|
MACRO _InitMenu =DC.W $A930|
MACRO _InitDialog =DC.W $A97B|
MACRO _TEInit   =DC.W $A9CC|
MACRO _Initpack =         DC.W $A9E5|
MACRO _FlushEvents = DC.W $A032|
MACRO _InitCursor =DC.W $A850|
MACRO _GetNextEvent =DC.W $A970|
MACRO _FrameRect = DC.W $A8A1|
MACRO _BackPat = DC.W $A87C|
MACRO _EraseRect = DC.W $A8A3|
MACRO _NewRgn =  DC.W $A8D8|
MACRO _OpenRgn = DC.W $A8DA|
MACRO _CloseRgn =DC.W $A8DB|
MACRO _FrameRgn =  DC.W $A8D2|
MACRO _FrameRoundRect =   DC.W $A8B0|
MACRO _FillRect =DC.W $A8A5|
MACRO _FillRgn = DC.W $A8D6|
MACRO _BeginUpdate = DC.W $A922|
MACRO _EndUpdate = DC.W $A923|
MACRO _ClipRect =  DC.W $A87B|
MACRO _GetMouse =  DC.W $A972|
MACRO _CopyRgn = DC.W $A8DC|
MACRO _OffsetRgn = DC.W $A8E0|
MACRO _OffsetRect =  DC.W $A8A8|
MACRO _UnionRgn =  DC.W $A8E5|
MACRO _DiffRgn = DC.W $A8E6|
MACRO _MoveTo =  DC.W $A893|
MACRO _DrawChar =  DC.W $A883|
MACRO _RectInRgn = DC.W $A8E9|

;      DECLARE LABELS EXTERNAL

XDEF  START           ; required for linker 
 
;     LOCAL EQUATES
 
MouseDown equ  1
AllEvents equ  $0000FFFF
UpdateEvt equ  6 

; SET UP MANAGERS

START:

PEA -4(A5);push qd global ptr
_InitGraf        ;init quickdraw global 
_InitFont        ; init font manager
_InitWind   ; init window manager
_InitMenu   ; init menu manager  
CLR.L -(SP) ; kill the restart 
_InitDialog ; init dialog manager
_TEInit ; init text edit (ROM) 
MOVE.W  #2,-(SP) ;  set-up
_Initpack ; init package mgr
MOVE.L  #AllEvents,D0    ;all events
_FlushEvents      ;flushed
_InitCursor      ; make cursor the arrow

;-- SET UP NEW WINDOW ON HEAP ----
 
CLR.L -(SP)          ;return window ptr
CLR.L -(SP)          ;window record ptr.
PEA WBOUNDS               ;window rectangle 
PEA WINDTITLE              ; window title
MOVE.W #$100,-(SP)   ; true = visible 
MOVE.W #0,-(SP)           ; doc type window
MOVE.L #-1,-(SP)          ; window in front
MOVE.W #$100,-(SP)   ; true=closebox
MOVE.L #0, -(SP)         ; reference value 
_NewWindow                ; make new window
 
; --  ACTIVATE THIS NEW WINDOW ------

LEA WPOINTER,A0         ; copy window ptr 
MOVE.L (SP),(A0)        ; to stacksave
_setport                  ;current window

;   INIT ALL VARIABLES

JSRINITVAR

; --EVENT LOOP ------------

GetEvent:

JSRDOGAME ;move paddle with mouse

CLR-(SP);returned event 
MOVE  #AllEvents,-(SP)    ;mask all events
PEAEventRecord   ; event record block
_GetNextEvent    ;go check the mouse 
MOVE  (SP)+,D0   ;get event result 
CMP#0,D0;if 0 then no event 
BEQGetEvent ;loop until it happens

 ; JUMP TABLE OF EVENT PROCESSING
 
MOVE  What,D0    ;what to do!
CMP#MouseDown,D0     ; button down?
BEQEXIT ;yes so exit...
CMP#UpdateEvt, D0;is it an update event?
BEQUPDATE ;yes, so do it
JMP    GetEvent  ;get next event

UPDATE:

; window needs refreshing

MOVE.L  WPOINTER,-(SP)  ;push window ptr
_BeginUpdate
MOVE.L  WPOINTER,-(SP)  ;push our window ptr.
_SetPort;restore our port
 ;least an update draw in
 ;the wrong window.
BSRQDSTUFF;re-draw everything
MOVE.L  WPOINTER,-(SP)
_EndUpdate
JMP   GetEvent

; ---------- END OF MAIN ----------
INITVAR:

;     INIT GAME VARIABLES 

LEAField.of.play(A5),A0 ;set-up appl. window 
MOVE.W #5,    (A0) ;Field.of.play TOP
MOVE.W #5,   2(A0) ;LEFT
MOVE.W #245, 4(A0) ;BOTTOM
MOVE.W #500, 6(A0) ;RIGHT

PEA Field.of.play(A5)
_ClipRect ;set clip region

LEAPaddle(A5),A0 ;set-up paddle
MOVE.W #6,    (A0) ;TOP
MOVE.W #8,   2(A0) ;LEFT
MOVE.W #40, 4(A0);BOTTOM
MOVE.W #15, 6(A0);RIGHT

LEAPaddlelength(A5),A1  ;update paddle bottom
MOVE.W  (A0),D0
MOVE.W  4(A0),D1
SUB.W   D0,D1
MOVE.W  D1, (A1)

;  set up regions for ball

CLR.L -(SP)
_NewRgn ;set new region
LEABallrgn(A5), A1 ;make ball a region
MOVE.L  (SP)+,(A1) ;save handle in ballrgn

CLR.L -(SP)
_NewRgn ;set new region
LEAoldballrgn(A5), A1;make old ball a region
MOVE.L  (SP)+,(A1) ;save handle in oldballrg 

CLR.L -(SP)
_NewRgn ;set new region
LEAunionrgn(A5), A1;make union ball a region
MOVE.L  (SP)+,(A1) ;save handle in unionrgn

JSRINITBALL ;set-up ball

RTS

; ------   init ball subroutine ------

INITBALL:

LEABall(A5),A0 ;set-up ball rect
MOVE.W #100,    (A0) ;TOP
MOVE.W #300,   2(A0) ;LEFT
MOVE.W #109, 4(A0) ;BOTTOM
MOVE.W #309, 6(A0) ;RIGHT

LEABallwide(A5),A0 ;set up rounded corners
MOVE.W #6, (A0)
LEABallhigh(A5), A0
MOVE.W #6, (A0)

_OpenRgn;init ball region
PEABall(A5)
MOVE.W  Ballwide(A5),-(SP)
MOVE.W  Ballhigh(A5),-(SP)
_FrameRoundRect
MOVE.L  Ballrgn(A5),A0
MOVE.L  A0,-(SP)
_CloseRgn

_OpenRgn;init oldball region
PEABall(A5)
MOVE.W  Ballwide(A5),-(SP)
MOVE.W  Ballhigh(A5),-(SP)
_FrameRoundRect
MOVE.L  oldballrgn(A5),A0
MOVE.L   A0,-(SP)
_CloseRgn

_OpenRgn;init union region
PEABall(A5)
MOVE.W  Ballwide(A5),-(SP)
MOVE.W  Ballhigh(A5),-(SP)
_FrameRoundRect
MOVE.L  unionrgn(A5),A0
MOVE.L  A0,-(SP)
_CloseRgn
RTS

DOGAME:

; update game field during null event

PEAmouse(A5)
_GetMouse 
LEAmouse(A5),A0  ;current mouse
LEAoldmouse(A5),A1 ;old mouse;find where mouse is
MOVE.W  (A0),D0  ;new mouse
MOVE.W  (A1),D1  ;old mouse
CMPD1,D0;has y mouse changed?
BEQstatck ;no, don’t update paddle
 ;yes, make new paddle
JSRMOVEPADDLE    ;update paddle position

statck:
JSRMOVEBALL ;advance ball
JSRBOUNCE ;change ball direction

RTS
; ----  MOVE PADDLE SUBROUTINE ----

MOVEPADDLE:

;      copy paddle position to oldpaddle

LEApaddle(A5), A0
LEAoldpaddle(A5), A1
MOVE.W  (A0), (A1) ;top
MOVE.W  2(A0), 2(A1) ;left
MOVE.W  4(A0), 4(A1) ;bottom
MOVE.W  6(A0), 6(A1) ;right

; update paddle position

LEAmouse(A5),A0  ;get current mouse position
LEApaddle(A5),A1 ;update paddle position
MOVE.W  (A0), (A1) ;update TOP
MOVE.W  (A0),D0  ;calculate BOTTOM
ADD.W Paddlelength(A5),D0
MOVE.W  D0,4(A1) ;update BOTTOM

;   draw new paddle

PEApaddle(A5)
PEAPaddlePat
_FillRect

;    calculate difference rectangle

LEApaddle(A5),A0 ;current paddle
LEAoldpaddle(A5),A1;old paddle
CLR.L   D0
CLR.L   D1
MOVE.W  (A0), D0
MOVE.W  (A1),D1
LEApaddle(A5), A0
LEAoldpaddle(A5), A1
SUB.W D1, D0
BMIup
dn:   MOVE.W(A0), 4(A1) ;moved down
      BRA wipeout
up: MOVE.W4(A0), (A1);moved up
    BRA wipeout
    
wipeout:
PEAoldpaddle(A5)
PEABackPat0
_FillRect

; update mouse

LEAmouse(A5),A0  ;current mouse
LEAoldmouse(A5),A1 ;old mouse
MOVE.L  (A0),(A1);update old mouse
RTS

; ----      MOVE BALL SUBROUTINE ------
MOVEBALL:

;      copy Ballrgn to oldballrgn

MOVE.L  Ballrgn(A5),A0
MOVE.L  A0,-(SP)
MOVE.L  oldballrgn(A5),A0
MOVE.L  A0,-(SP)
_CopyRgn

; move ball region

MOVE.L  Ballrgn(A5),A0
MOVE.L  A0,-(SP)
MOVE.W  dh,-(SP) ;horiz. increment
MOVE.W  dv, -(SP);vert. increment
_OffsetRgn;offset ball rgn

;   draw new BALL

MOVE.L  Ballrgn(A5),A0
MOVE.L  A0,-(SP)
PEABallPat
_FillRgn

; erase old ball difference

MOVE.L  Ballrgn(A5),A0
MOVE.L  oldballrgn(A5),A1
MOVE.L  unionrgn(A5),A3
MOVE.L  A0,-(SP)
MOVE.L  A1,-(SP)
MOVE.L  A3,-(SP)
_Unionrgn

MOVE.L  unionrgn(A5),A0
MOVE.L  Ballrgn(A5),A1
MOVE.L  unionrgn(A5),A3
MOVE.L  A0,-(SP)
MOVE.L  A1,-(SP)
MOVE.L  A3,-(SP)
_Diffrgn

MOVE.L  unionrgn(A5),A0
MOVE.L  A0,-(SP)
PEABackPat0
_FillRgn

RTS

; ---------- BOUNCE BALL --------
BOUNCE:

CLR.B -(SP)
PEAPaddle(A5)    ;push rect
MOVE.L  Ballrgn(A5), A0
MOVE.L  A0, -(SP);push rgn handle
_RectInRgn
MOVE.B  (SP)+, D0
CMP#0, D0 ;false?
BEQRETBOUNCE;yes...

MOVE.L  Ballrgn(A5),A0  ;no...
MOVE.L  A0,-(SP) ;erase ball
PEABackPat0
_FillRgn
JSR INITBALL;start new ball

RETBOUNCE:
RTS

; ------ QDSTUFF SUBROUTINE ----
QDSTUFF:

;       DRAW GAME FIELD

_PenNormal

PEABACKPAT0
_BackPat
PEA Field.of.play(A5)   ;frame rectangle
_EraseRect
PEA Field.of.play(A5)
_FrameRect;draw game rectangle

;      DRAW PADDLE

PEAPaddle(A5)
PEAPaddlePat
_FillRect
PEAPaddle(A5)
_FrameRect

RTS
; ---- RETURN TO FINDER --------

EXIT:        RTS      ; return to finder

; ----LOCAL DATA AREA ----------

WPOINTER: DC.L     0      ;store window pt
WBOUNDS:DC.W   40  ;rectangle top 
 DC.W    2;left
 DC.W    335;bottom
 DC.W    508;right
WINDTITLE:     DC.B    24        ; title length
                 DC.B    ‘BALL AND PADDLE EXAMPLE ‘,0      

EventRecord:
 
 What:  DC.W     0 ; what event
 Message: DC.L     0 ; ptr. to msg
 When:  DC.L     0
 Point:   DC.L     0
 Modify:  DC.W     0

BackPat0: DC.L $AA55AA55  ;playing field
 DC.L $AA55AA55

BallPat:DC.L$00000000
 DC.L $00000000
 
PaddlePat:DC.L $FFFFFFFF
 DC.L $FFFFFFFF

dh:DC.W -1;BALL INCREMENTS
dv:DC.W 0
 
; ------   APPLICATION GLOBALS  ----
 
Field.of.play: DS.W1 ;frame size storage
 DS.W 1 ;for game field rectangle
 DS.W 1
 DS.W 1
 
Paddle: DS.W1  ;frame size storage
 DS.W 1 ;for paddle rectangle
 DS.W 1
 DS.W 1
 
oldpaddle:DS.W 1 ;frame size storage
 DS.W 1 ;for paddle rectangle
 DS.W 1
 DS.W 1
 
Paddlelength:  DS.W1
 
Ball:   DS.W1  ;frame size storage
 DS.W 1 ;for ball rectangle
 DS.W 1
 DS.W 1 
 
Ballwide: DS.W 1
Ballhigh: DS.W 1

Ballrgn:DS.L1  ;ball region handle
oldballrgn: DS.L 1 ;old ball region handle
unionrgn: DS.L 1 ;temp region

mouse:  DS.L1
oldmouse: DS.L 1


; ------   END OF PROGRAM -------


!START
[
)
/OUTPUT Animate Example

Animate

/TYPE ‘APPL’ ‘ANIM’
/BUNDLE
/RESOURCES
Animate_rscs

$



;ANIMATE_rscs.asm
; resource file for the animate example
; created using the assembler
; signiture is creator tag 
;
RESOURCE ‘ANIM’ 0 ‘IDENTIFICATION’

 DC.B 30, ‘animate example--Feb. 27, 1985’
 
.ALIGN 2
RESOURCE ‘BNDL’ 128 ‘BUNDLE’

 DC.L ‘ANIM’;NAME OF SIGNATURE
 DC.W 0,1 ;DATA (DOESN’T CHANGE)
 DC.L ‘ICN#’;ICON MAPPINGS
    DC.W0 ;NUMBER OF MAPPINGS-1
    DC.W 0,128 ;MAP 0 TO ICON 128
    
 DC.L ‘FREF’;FREF MAPPINGS
    DC.W0 ;NUMBER OF MAPPINGS-1
    DC.W 0,128 ;MAP 0 TO FREF 128

RESOURCE ‘FREF’ 128 ‘FREF 1’
 
 DC.B ‘APPL’, 0, 0, 0
 
.ALIGN 2
RESOURCE ‘ICN#’ 128 ‘MY ICON’

; FIRST APPLICATION ICON BIT MAP

INCLUDE animate.icon.asm

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

VirtualBox 5.0.2 - x86 virtualization so...
VirtualBox is a family of powerful x86 virtualization products for enterprise as well as home use. Not only is VirtualBox an extremely feature rich, high performance product for enterprise customers... Read more
djay Pro 1.2 - Transform your Mac into a...
djay Pro provides a complete toolkit for performing DJs. Its unique modern interface is built around a sophisticated integration with iTunes and Spotify, giving you instant access to millions of... Read more
Stacks 2.7.2 - New way to create pages i...
Stacks is a new way to create pages in RapidWeaver. It's a plugin designed to combine drag-and-drop simplicity with the power of fluid layout. Features Fluid Layout: Stacks lets you build pages... Read more
Vitamin-R 2.30 - Personal productivity t...
Vitamin-R creates the optimal conditions for your brain to work at its best by structuring your work into short bursts of distraction-free, highly focused activity alternating with opportunities for... Read more
HoudahSpot 4.0.10 - Advanced file-search...
HoudahSpot is a powerful yet accessible desktop search software. Use HoudahSpot to locate hard-to-find files and keep frequently used files within reach. HoudahSpot builds upon Spotlight, which comes... Read more
Mac DVDRipper Pro 5.0.6 - Copy, backup,...
Mac DVDRipper Pro is the DVD backup solution that lets you protect your DVDs from scratches, save your batteries by reading your movies from your hard disk, manage your collection with just a few... Read more
Logic Pro X 10.2 - Music creation and au...
Logic Pro X is the most advanced version of Logic ever. Sophisticated new tools for professional songwriting, editing, and mixing are built around a modern interface that's designed to get creative... Read more
VMware Fusion 8.0.0 - Run Windows apps a...
VMware Fusion 8 and Fusion 8 Pro--the latest versions of its virtualization software for running Windows on a Mac without rebooting--include full support for Windows 10, OS X El Capitan, and the... Read more
MYStuff Pro 2.0.21 - Create inventories...
MYStuff Pro is the most flexible way to create detail-rich inventories for your home or small business. Add items to MYStuff by dragging and dropping existing information, uploading new images, or... Read more
VueScan 9.5.23 - Scanner software with a...
VueScan is a scanning program that works with most high-quality flatbed and film scanners to produce scans that have excellent color fidelity and color balance. VueScan is easy to use, and has... Read more

Tiny Empire (Games)
Tiny Empire 1.1.3 Device: iOS Universal Category: Games Price: $2.99, Version: 1.1.3 (iTunes) Description: Launch cannonballs and blow tiny orcs into thousands of pieces in this intuitive fantasy-themed puzzle shooter! Embark on an... | Read more »
Astropad Mini (Productivity)
Astropad Mini 1.0 Device: iOS iPhone Category: Productivity Price: $4.99, Version: 1.0 (iTunes) Description: *** 50% off introductory price! ​*** Get the high-end experience of a Wacom tablet at a fraction of the price with Astropad... | Read more »
Emo Chorus (Music)
Emo Chorus 1.0.0 Device: iOS Universal Category: Music Price: $1.99, Version: 1.0.0 (iTunes) Description: Realistic Choir simulator ranging from simple Chorus emulation to full ensemble Choir with 128 members. ### introductory offer... | Read more »
Forest Spirit (Games)
Forest Spirit 1.0.5 Device: iOS Universal Category: Games Price: $2.99, Version: 1.0.5 (iTunes) Description: | Read more »
Ski Safari 2 (Games)
Ski Safari 2 1.0 Device: iOS Universal Category: Games Price: $1.99, Version: 1.0 (iTunes) Description: The world's most fantastical, fun, family-friendly skiing game is back and better than ever! Play as Sven's sister Evana, share... | Read more »
Lara Croft GO (Games)
Lara Croft GO 1.0.47768 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0.47768 (iTunes) Description: Lara Croft GO is a turn based puzzle-adventure set in a long-forgotten world. Explore the ruins of an ancient... | Read more »
Whispering Willows (Games)
Whispering Willows 1.23 Device: iOS Universal Category: Games Price: $4.99, Version: 1.23 (iTunes) Description: **LAUNCH SALE 50% OFF** - Whispering Willows is on sale for 50% off ($4.99) until September 9th. | Read more »
Calvino Noir (Games)
Calvino Noir 1.1 Device: iOS iPhone Category: Games Price: $3.99, Version: 1.1 (iTunes) Description: The film noir stealth game. Calvino Noir is the exploratory, sneaking adventure through the 1930s European criminal underworld.... | Read more »
Angel Sword (Games)
Angel Sword 1.0 Device: iOS Universal Category: Games Price: $6.99, Version: 1.0 (iTunes) Description: Prepare to adventure in the most epic full scale multiplayer 3D RPG for mobile! Experience amazing detailed graphics in full HD.... | Read more »
infltr - Infinite Filters (Photography)
infltr - Infinite Filters 1.0 Device: iOS Universal Category: Photography Price: $1.99, Version: 1.0 (iTunes) Description: Say goodbye to the same old boring filters and filter life as you live it - in the moment. With infltr, you... | Read more »

Price Scanner via MacPrices.net

Worldwide Tablet Shipments Expected to Declin...
Does Apple badly need a touchscreen convertible/hybrid laptop MacBook? Yes, judging from a new market forecast from the International Data Corporation (IDC) Worldwide Quarterly Tablet Tracker, which... Read more
Continued PC Shipment Shrinkage Expected Thro...
Worldwide PC shipments are expected to fall by -8.7 percent in 2015 and not stabilize until 2017, according to the latest International Data Corporation (IDC) Worldwide Quarterly PC Tracker data. The... Read more
Imminent iPhone 6s Announcement Leads To 103%...
NextWorth Solutions, with its online and in-store electronics trade-in programs including http://NextWorth.com, reports that it has experienced a 103 percent surge in quoted trade-in values over the... Read more
Weekend Deal: 13-inch Retina MacBook Pros for...
Save up to $100 on the purchase of a new 2015 13″ Retina MacBook Pro at the following resellers this weekend. Shipping is free with each model: 2.7GHz/128GB MSRP $1299 2.7GHz/... Read more
The ‘Book Mystique Still Magic After All Thes...
This column has been called The ‘Book Mystique for what has been a 15 year run so far, and I have no interest in changing the name. The reference is to what I’ve observed is a the near magical... Read more
15-inch Retina MacBook Pros on sale for up to...
B&H Photo has 2015 15″ Retina MacBook Pros on sale for up to $184 off MSRP including free shipping plus NY sales tax only: - 15″ 2.2GHz Retina MacBook Pro: $1815 $184 off - 15″ 2.5GHz Retina... Read more
11-inch 128GB MacBook Air on sale for $799, s...
Adorama has the 11″ 1.6GHz/128GB MacBook Air on sale for $799.99 including free shipping plus NY & NJ sales tax only. Their price is $100 off MSRP, and it’s the lowest price available for this... Read more
Apple Unlikely To Gain Market Share From Andr...
According to a new mobile phone forecast from the International Data Corporation (IDC) Worldwide Quarterly Mobile Phone Tracker, smartphone shipments are expected to grow 10.4% in 2015 to 1.44... Read more
Save up to $600 with Apple refurbished Mac Pr...
The Apple Store has Apple Certified Refurbished Mac Pros available for up to $600 off the cost of new models. An Apple one-year warranty is included with each Mac Pro, and shipping is free. The... Read more
Kainos Platform Helps Healthcare Organization...
UK-based provider of IT services Kainos Group plc (Kainos) has announced the launch of its Kainos Evolve Mobile-Enabled Healthcare platform, which is designed to give healthcare providers and... Read more

Jobs Board

*Apple* Retail - Multiple Positions (US) - A...
Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, you're also the Read more
Software QA Engineer, *Apple* Pay Security...
Changing the world is all in a day039s work at Apple . If you love innovation, here039s your chance to make a career of it. You039ll work hard. But the job comes with Read more
*Apple* Retail - Multiple Positions (US) - A...
Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, you're also the Read more
*Apple* Solutions Consultant - Retail Sales...
**Job Summary** As an Apple Solutions Consultant (ASC) you are the link between our customers and our products. Your role is to drive the Apple business in a retail Read more
*Apple* Solutions Consultant - Retail Sales...
**Job Summary** As an Apple Solutions Consultant (ASC) you are the link between our customers and our products. Your role is to drive the Apple business in a retail Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.