Game development with Swift

If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

Detalles Bibliográficos
Otros Autores: Haney, Stephen, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, [England] : Packt Publishing Limited 2015.
Edición:1st edition
Colección:Community experience distilled
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629614506719
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Designing Games with Swift ; Why you will love Swift; Beautiful syntax; Interoperability; Strong typing; Smart type inference; Automatic memory management; An even playing field; Are there any downsides to Swift?; Less resources; Operating system compatibility; Prerequisites; What you will learn in this book; Embracing SpriteKit; Reacting to player input; Structuring your game code; Building UI/menus/levels; Integrating with Game Center; Maximizing fun
  • Crossing the finish lineFurther research; Marketing and monetizing your game; Making games specifically for the desktop on OSX; Setting up your development environment; Introducing Xcode; Creating our first Swift game; Navigating our project; Exploring the SpriteKit Demo; Examining the demo code; Cleaning up; Summary; Chapter 2: Sprites, Camera, Actions!; Sharpening our pencils; Checkpoint 2- A; Drawing your first sprite; Building a SKSpriteNode class; Adding animation to your Toolkit; Sequencing multiple animations; Recapping your first sprite; The story on positioning
  • Alignment with anchor pointsAdding textures and game art; Downloading the free assets; More exceptional art; Drawing your first textured sprite; Add the bee image to your project; Loading images with SKSpriteNode; Designing for retina; Organizing your assets; Exploring Images.xcassets; Collecting art into texture atlases; Updating our bee node to use the texture atlas; Iterating through texture atlas frames; Putting it all together; Centering the camera on a sprite; Creating a new world; Checkpoint 2-B; Summary; Chapter 3: Mix in the Physics; Laying the foundation; Following protocol
  • Re-inventing the beeThe icy tundra; Another way to add assets; Adding the Ground class; Tiling a texture; Running wire to the ground; A wild penguin appears!; Renovating the GameScene class; Exploring the physics system ; Dropping like flies; Solidifying the ground; Checkpoint 3-A; Exploring physics simulation mechanics; Bee meets bee; Impulse or force?; Checkpoint 3-B; Summary; Chapter 4: Adding Controls; Retrofitting the Player class for flight; The Beekeeper; Updating the Player class; Moving the ground; Assigning a physics body to the player; Creating a physics body shape from a texture
  • Polling for device movement with Core MotionImplementing the Core Motion code; Checkpoint 4-A; Wiring up the sprite onTap events; Implementing touchesBegan in the GameScene; Larger than life; Teaching our penguin to fly; Listening for touches in GameScene; Fine-tuning gravity; Spreading your wings; Improving the camera; Pushing Pierre forward; Tracking player progress; Looping the ground; Checkpoint 4-B; Summary; Chapter 5: Spawning Enemies, Coins, and Power-ups; Introducing the cast; Adding the power-up star; Locating the art assets; Adding the Star class; Adding a new enemy - the mad fly
  • Locating the enemy assets