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E-raamat: Beginning Swift Games Development for iOS

  • Formaat: PDF+DRM
  • Ilmumisaeg: 31-Mar-2015
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781484204009
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 31-Mar-2015
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781484204009
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Game apps are one of the most popular categories in the Apple iTunes App Store. Well, the introduction of the new Swift programming language will make game development even more appealing and easier to existing and future iOS app developers. In response,James Goodwill, Wesley Matlock and Apress introduce you to this book,Beginning Swift Games Development for iOS. In this book, you'll learn the fundamental elements of the new Swift language as applied to game development for iOS.

In part 1, you'll start with a basic 2D game idea and build the game throughout the book introducing each SpriteKit topic as we add new functionality to the game. By the end of the book, you'll have experience with all the important SpriteKit topics and have a fully functional game as a result. In part 2 of this book, you'll learn 3D game development using Apple's SceneKit framework and the Swift programming language. And, you'll follow the same pattern we used for part 1.

After reading and using this book, you'll have the skills and the code to build your first 2D and then 3D game app that you can run on any iOS enabled device and perhaps sell in the Apple iTunes App Store.

About the Authors xiii
About the Technical Reviewer xv
Acknowledgments xvii
Introduction xix
Part I Swift and Sprite Kit
1(140)
Chapter 1 Setting Up Your Game Scene and Adding Your First Sprites
3(16)
What You Need to Know
3(1)
What You Need to Have
3(1)
SuperSpaceMan
4(1)
Creating a Swift Sprite Kit Project
4(2)
Starting from Scratch
6(6)
The GameViewController Class
9(2)
The GameScene Class
11(1)
Adding a Background and Player Sprite
12(5)
Summary
17(2)
Chapter 2 Sprite Kit Scenes and SKNode Positioning
19(14)
What Is an SKScene?
19(8)
The SKScene Rendering Loop
20(2)
Building the Scene's Node Tree
22(5)
Looking at SKSpriteNode Coordinates and Anchor Points
27(5)
Coordinates
28(2)
Anchor Points
30(2)
Summary
32(1)
Chapter 3 Adding Physics and Collision Detection to Your Game
33(14)
What Is an SKPhysicsBody?
33(1)
Adding Physics to Your Game World
34(1)
Applying Forces to SKPhysicsBody
35(3)
Adding Collision Detection to Your SKNode
38(7)
Adding a Node to Collide Into
38(1)
Adding Collision Detection
39(3)
Removing the Orb When You Receive a Contact Message
42(3)
Summary
45(2)
Chapter 4 Adding Scene Scrolling and Game Control
47(12)
Reorganizing the GameScene
47(2)
Adding More Orbs to the Scene
49(3)
Scrolling the Scene
52(2)
Controlling Player Movement with the Accelerometer
54(4)
Summary
58(1)
Chapter 5 Adding Actions and Animations
59(20)
Refactoring the Orb Node Layout One Last Time
59(4)
Sprite Kit Actions
63(8)
Using Actions to Move Nodes in the Scene
64(5)
Using SKActions to Animate Sprites
69(2)
Adding Some Additional Bling to the GameScene
71(6)
Summary
77(2)
Chapter 6 Adding Particle Effects to Your Game with Emitter Nodes
79(18)
What Are Emitters?
80(10)
Using Particle Emitter Templates
82(1)
Creating a Particle Emitter
82(8)
Adding an Exhaust Trail to the Player
90(5)
Summary
95(2)
Chapter 7 Adding Points and Sound
97(16)
What Are SKLabelNodes?
97(13)
Changing the Horizontal Alignment of the Label Node
99(2)
Changing the Vertical Alignment of the Label Node
101(4)
Adding Scoring to the Game
105(3)
Adding an Impulse Counter to the Game
108(2)
Adding Simple Sounds to the Game
110(2)
Summary
112(1)
Chapter 8 Transitioning Between Scenes
113(14)
Transitioning Between Scenes Using SKTransitions
113(3)
Pausing Scenes During a Transition
115(1)
Detecting When a New Scene Is Presented
115(1)
Adding a New Scene to SuperSpaceMan
116(9)
Ending the Game
118(7)
Summary
125(2)
Chapter 9 Sprite Kit Best Practices
127(14)
Creating Your Own Nodes Through Subclassing
127(5)
Reusing Textures
132(3)
Externalizing Your Game Data
135(2)
Keeping Your Node Tree Pruned
137(2)
Summary
139(2)
Part II Swift and Scene Kit
141(78)
Chapter 10 Creating Your First Scene Kit Project
143(12)
Scene Kit Primer
143(3)
Scene Kit Animation
144(1)
What You Need to Know
145(1)
Creating the Scene Kit Project
146(2)
Wiring Up and Building a Scene
148(1)
SuperSpaceMan3D
148(6)
Project Resources
149(1)
Building the Scene
150(4)
Summary
154(1)
Chapter 11 Building the Scene
155(14)
Scene Graph
155(2)
Scene Kit Editor
157(4)
Render Cycle
160(1)
Scene Kit's Built-in Model Classes
161(2)
SCNGeometry Objects
161(2)
Adding Obstacles
163(4)
Using SCNText
167(1)
Starting Screen
167(1)
Summary
168(1)
Chapter 12 Lighting, Camera, and Material Effects in Scene Kit
169(12)
Lighting Up the Scene
169(2)
Materials
171(9)
Appling Materials to Your Obstacles
174(2)
Adding Textures to Collada Files
176(3)
Scene Kit Camera Usage
179(1)
Summary
180(1)
Chapter 13 Animating Your Models
181(8)
Refactoring the Project
181(1)
Starting Animations
182(4)
PyramidNode
182(1)
GlobeNode
183(1)
TubeNode
184(1)
BoxNode
185(1)
More Animations
186(2)
Summary
188(1)
Chapter 14 Hit Testing and Collision Detection
189(12)
GameView: Moving the Hero
189(5)
Writing the Callback Delegate Function
192(1)
Moving the Camera
193(1)
CoreMotion Framework Introduction
194(1)
Enemy Node
195(1)
Collision Detection
196(4)
Summary
200(1)
Chapter 15 Using Sprite Kit with a Scene Kit Scene
201(10)
Sprite Kit Integration
201(2)
Hooking Up the Controller to the Overlay
203(3)
"Game Over" Screen
206(2)
Bonus Section
208(1)
Summary
209(2)
Chapter 16 Advanced Topics and Tips
211(8)
Normal Mapping
211(1)
Vectors and Various Math Operations
211(2)
Tips
213(5)
Summary
218(1)
Appendix A The Swift Programming Language
219(26)
Variables and Constants
220(1)
Flow of Control
221(5)
if
222(1)
switch
222(2)
For Loops
224(1)
While Loops
225(1)
Functions
226(7)
Variadic Parameters
227(1)
Tuples
227(1)
Nested Functions
228(1)
Functions Returning Functions
229(2)
Passing Functions As Parameters
231(1)
Inout Parameters
232(1)
Closures
233(1)
Classes
234(4)
Extending Classes
236(1)
Computed Properties
237(1)
Structures
238(1)
Enumerations
239(1)
Protocols
240(2)
Extensions
242(1)
Generics
243(2)
Index 245
James Goodwill is an 8-time published author of leading technologies such as Java Servlets, JavaServer Pages (JSPs), Tomcat and Struts. He is a senior enterprise iOS and Java consultant in the Denver metro area and frequent speaker and article writer.