01292nam0 22003011i 450 UON0044643720231205105019.30220141105f1915 |0itac50 bafreIT|||| 1||||Essai de littérature comparée franco italienne[à propos de Charles Nodier et de Carlo Gozzi]Suzanne GugenheimMilanoTipografia Indipendenza[1915]23 p.21 cm.Valore stimatoIT-UONSI FranceseVII/147GOZZI CARLOUONC048061FILetteratura francese e letteratura italianaSaggiUONC086292FINODIER CHARLESUONC073690FIITMilanoUONL000005840.09Letteratura francese. Storia, descrizione, studi critici21GUGENHEIMSusannaUONV124567561317Tipografia IndipendenzaUONV281406650ITSOL20251017RICASIBA - SISTEMA BIBLIOTECARIO DI ATENEOUONSIUON00446437SIBA - SISTEMA BIBLIOTECARIO DI ATENEOSI VII 147 SI MR 55029 7 147 Valore stimatoEssai de littérature comparée franco italienne1331057UNIOR05661nam 22006975 450 991030047120332120200704123131.09781430264408143026440310.1007/978-1-4302-6440-8(CKB)3710000000143755(EBL)1781934(SSID)ssj0001276396(PQKBManifestationID)11708415(PQKBTitleCode)TC0001276396(PQKBWorkID)11246469(PQKB)11364557(MiAaPQ)EBC1781934(DE-He213)978-1-4302-6440-8(CaSebORM)9781430264408(PPN)179762567(OCoLC)885593876(OCoLC)ocn885593876(EXLCZ)99371000000014375520140630d2014 u| 0engur|n|---|||||txtccrLearn Sprite Kit for iOS Game Development /by Leland Long1st ed. 2014.Berkeley, CA :Apress :Imprint: Apress,2014.1 online resource (243 p.)Includes index.9781322131900 1322131902 9781430264392 143026439X Contents at a Glance; Introduction; Chapter 1: Hello World; We Love Games; Tradition; Setup; Summary; Chapter 2: SKActions and SKTextures: Your First Animated Sprite; Humble Beginnings; Removing Unnecessary Tidbits; Device Orientation; Slight View Controller Changes; More Unneeded Template Text; Images Available for Download; Background Color; The Splash Screen; Anchor Points; Back to the Splash Screen; Moving Between Scenes; Creating a New Scene; Animated Transitions Using SKActions; Grouping Multiple Actions; Animation Frames Using SKTextures; SummaryChapter 3: Sprite Movement Responding to User InputsRun Away!; Code Reorganization; New Class for the Player; Replacing Static Values; New Class for Your Textures; Adding Textures; Changing Direction; Skidding to a Stop; Summary; Chapter 4: Edges, Boundaries, and Ledges; Physics; Properties of a Physics Body; Adding a Backdrop; Contacts and Collisions; Adding a Brick Base; Determining Contact with an Edge; Handling Sprite Wrapping; Jumping; Ledges and Joints; Summary; Chapter 5: More Animated Sprites: "Enemies" and "Bonuses "; The Opposition; Optimizing Texture Generation; Enemy "Ratz" ClassTimingWrapping; The Update Method; Collisions; Bonus Coins; Enemy and Coin Collisions; Summary; Chapter 6: Creating a Cast of Characters; Static vs. Dynamic Characters; File Format; XML Format; Loading the File; Parsing the Data; Implementing a New Spawning Process; Summary; Chapter 7: Points and Scoring; What's the Point?; Score Display; SKLabelNode; Custom Font Textures; Status Bar = Off; A Different Kind of Score; Playing Sound Files; CAF Audio Format; Player Spawn Sound Effect; Player Running Sound Effect; Player Jumping Sound Effect; Player Skidding Sound Effect; Enemy Spawn Sound EffectCoin Spawn Sound EffectSummary; Chapter 8: Contacts and Collisions; Didn't You Cover this Already?; Contacts vs. Collisions; Grates; Pipes; Enemies that Occasionally Get Stuck; Setting the Player's Starting Location; Collecting Coins; Coin-Collection Sound Effect; Coin Collection Point Display; Particle Effects; Coin Contact from Below the Ledges; Ratz Contact from Below the Ledges; Intersection Not Sensitive Enough; Base Runners; Player Kicking Enemies; Ratz Collection Sound Effect; Ratz Collection Point Display; Kicked Off; Into the River; Enemies Kill Player; Player Death Sound EffectPlayer Falls Off LedgePlayer in the Water; Summary; Chapter 9: Add More Scenes and Levels; Multiple Player Lives; Adding a Visual Life Meter; Game Over; High Score; Level-Completion Test; Level-Completion Effects; Unending Levels; A New Enemy Type; Two Hits Instead of One; Levels Three and Four; Player Instructions; Summary; Chapter 10: Where to Go from Here; Going Forward with Sprite Kit; Making the Game Better; Resources; Farewell; Index; Contents; About the Author; About the TechnicalReviewer; AcknowledgmentsWith Learn Sprite Kit for iOS Game Development, you'll discover how easy it is to create 2D games using the new Sprite Kit framework from Apple. You'll find how simple it is to create a scene, add animated sprites, incorporate edges, play sound effects, and create animated particles for special effects. You'll also use touch events to control your sprites, implement the built-in physics engine, handle sprite collisions and contacts, and much more. To help you in learning how to use all these cool features of Sprite Kit, you'll follow along as we build a complete 2D game for iPhone. By the time you finish the book, you'll have made your own 2D game, and you'll have learned all you need to know to get started on your next masterpiece.Apple computersApplication softwareApple and iOShttps://scigraph.springernature.com/ontologies/product-market-codes/I29020Computer Applicationshttps://scigraph.springernature.com/ontologies/product-market-codes/I23001Apple computers.Application software.Apple and iOS.Computer Applications.794.81525Long Lelandauthttp://id.loc.gov/vocabulary/relators/aut892450UMIUMIBOOK9910300471203321Learn Sprite Kit for iOS Game Development1993205UNINA