Beginning Swift games development for iOS. ([2015])
- Record Type:
- Book
- Title:
- Beginning Swift games development for iOS. ([2015])
- Main Title:
- Beginning Swift games development for iOS
- Further Information:
- Note: James Goodwill, Wesley Matlock.
- Authors:
- Goodwill, James
Matlock, Wesley - Contents:
- At a Glance -- Contents -- About the Authors -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Part I: Swift and Sprite Kit -- Chapter 1: Setting Up Your Game Scene and Adding Your First Sprites -- What You Need to Know -- What You Need to Have -- SuperSpaceMan -- Creating a Swift Sprite Kit Project -- Starting from Scratch -- The GameViewController Class -- The GameScene Class -- Adding a Background and Player Sprite -- Summary -- Chapter 2: Sprite Kit Scenes and SKNode Positioning -- What Is an SKScene? -- The SKScene Rendering Loop -- Building the Scene's Node Tree -- Rendering the Node Tree -- Searching the Node Tree -- Looking at SKSpriteNode Coordinates and Anchor Points -- Coordinates -- Anchor Points -- Summary -- Chapter 3: Adding Physics and Collision Detection to Your Game -- What Is an SKPhysicsBody? -- Adding Physics to Your Game World -- Applying Forces to SKPhysicsBody -- Adding Collision Detection to Your SKNode -- Adding a Node to Collide Into -- Adding Collision Detection -- Adding Bit Masks to Your SKPhysicsBody -- Removing the Orb When You Receive a Contact Message -- Summary -- Chapter 4: Adding Scene Scrolling and Game Control -- Reorganizing the GameScene -- Adding More Orbs to the Scene -- Scrolling the Scene -- Controlling Player Movement with the Accelerometer -- Summary -- Chapter 5: Adding Actions and Animations -- Refactoring the Orb Node Layout One Last Time -- Sprite Kit Actions -- Using Actions to Move Nodes in the Scene --At a Glance -- Contents -- About the Authors -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Part I: Swift and Sprite Kit -- Chapter 1: Setting Up Your Game Scene and Adding Your First Sprites -- What You Need to Know -- What You Need to Have -- SuperSpaceMan -- Creating a Swift Sprite Kit Project -- Starting from Scratch -- The GameViewController Class -- The GameScene Class -- Adding a Background and Player Sprite -- Summary -- Chapter 2: Sprite Kit Scenes and SKNode Positioning -- What Is an SKScene? -- The SKScene Rendering Loop -- Building the Scene's Node Tree -- Rendering the Node Tree -- Searching the Node Tree -- Looking at SKSpriteNode Coordinates and Anchor Points -- Coordinates -- Anchor Points -- Summary -- Chapter 3: Adding Physics and Collision Detection to Your Game -- What Is an SKPhysicsBody? -- Adding Physics to Your Game World -- Applying Forces to SKPhysicsBody -- Adding Collision Detection to Your SKNode -- Adding a Node to Collide Into -- Adding Collision Detection -- Adding Bit Masks to Your SKPhysicsBody -- Removing the Orb When You Receive a Contact Message -- Summary -- Chapter 4: Adding Scene Scrolling and Game Control -- Reorganizing the GameScene -- Adding More Orbs to the Scene -- Scrolling the Scene -- Controlling Player Movement with the Accelerometer -- Summary -- Chapter 5: Adding Actions and Animations -- Refactoring the Orb Node Layout One Last Time -- Sprite Kit Actions -- Using Actions to Move Nodes in the Scene -- Using SKActions to Animate Sprites -- Adding Some Additional Bling to the GameScene -- Summary -- Chapter 6: Adding Particle Effects to Your Game with Emitter Nodes -- What Are Emitters? -- Using Particle Emitter Templates -- Creating a Particle Emitter -- Particle Emitter Properties -- The Particle Life-Cycle Properties -- The Birthrate and Maximum Properties. The Start and Range Properties -- The Particle Movement Properties -- The Position Range Property -- The Angle Property -- The Speed Property -- The Acceleration Property -- Adding an Exhaust Trail to the Player -- Summary -- Chapter 7: Adding Points and Sound -- What Are SKLabelNodes? -- Changing the Horizontal Alignment of the Label Node -- Changing the Vertical Alignment of the Label Node -- Adding Scoring to the Game -- Adding an Impulse Counter to the Game -- Adding Simple Sounds to the Game -- Summary -- Chapter 8: Transitioning Between Scenes -- Transitioning Between Scenes Using SKTransitions -- Pausing Scenes During a Transition -- Detecting When a New Scene Is Presented -- Adding a New Scene to SuperSpaceMan -- Ending the Game -- Winning the Game -- Losing the Game -- Adding the Transition -- Summary -- Chapter 9: Sprite Kit Best Practices -- Creating Your Own Nodes Through Subclassing -- Reusing Textures -- Externalizing Your Game Data -- Keeping Your Node Tree Pruned -- Summary -- Part II: Swift and Scene Kit -- Chapter 10: Creating Your First Scene Kit Project -- Scene Kit Primer -- Scene Kit Animation -- What You Need to Know -- Creating the Scene Kit Project -- Wiring Up and Building a Scene -- SuperSpaceMan3D -- Project Resources -- Building the Scene -- Summary -- Chapter 11: Building the Scene -- Scene Graph -- Scene Kit Editor -- Render Cycle -- Scene Kit's Built-in Model Classes -- SCNGeometry Objects -- Adding Obstacles -- Using SCNText -- Starting Screen -- Summary -- Chapter 12: Lighting, Camera, and Material Effects in Scene Kit -- Lighting Up the Scene -- Materials -- Appling Materials to Your Obstacles -- Adding Textures to Collada Files -- Examining the Scene Editor -- Materials Inspector -- Scene Kit Camera Usage -- Summary -- Chapter 13: Animating Your Models -- Refactoring the Project -- Starting Animations. PyramidNode -- GlobeNode -- TubeNode -- BoxNode -- More Animations -- Summary -- Chapter 14: Hit Testing and Collision Detection -- GameView: Moving the Hero -- Writing the Callback Delegate Function -- Moving the Camera -- CoreMotion Framework Introduction -- Enemy Node -- Collision Detection -- Summary -- Chapter 15: Using Sprite Kit with a Scene Kit Scene -- Sprite Kit Integration -- Hooking Up the Controller to the Overlay -- "Game Over" Screen -- Bonus Section -- Summary -- Chapter 16: Advanced Topics and Tips -- Normal Mapping -- Vectors and Various Math Operations -- Tips -- Summary -- Appendix A: The Swift Programming Language -- Variables and Constants -- Flow of Control -- if -- switch -- for Loops -- for-conditional-increment -- for-in -- while Loops -- while -- do-while -- Functions -- Variadic Parameters -- Tuples -- Nested Functions -- Functions Returning Functions -- Passing Functions As Parameters -- inout Parameters -- Closures -- Classes -- Extending Classes -- Computed Properties -- Structures -- Enumerations -- Protocols -- Extensions -- Generics -- Index. … (more)
- Publisher Details:
- California : Apress Media
- Publication Date:
- 2015
- Copyright Date:
- 2015
- Extent:
- 1 online resource
- Subjects:
- 005.3
Computer science
Application software -- Development
Computer games -- Programming
COMPUTERS -- Programming -- Apple Programming
Application software -- Development
Computer games -- Programming
Computers -- Software Development & Engineering -- General
Software Engineering
Apple computer
Software engineering
Macintosh programming
Electronic books - Languages:
- English
- ISBNs:
- 9781484204009
1484204018
9781484204016 - Related ISBNs:
- 148420400X
9781484204016 - Notes:
- Note: Vendor-supplied metadata.
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
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- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
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- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.353526
- Ingest File:
- 01_312.xml