LEADER 06789nam 22006975 450 001 9910300658603321 005 20200707010346.0 010 $a9781484206508 010 $a1484206509 024 7 $a10.1007/978-1-4842-0650-8 035 $a(CKB)3710000000459762 035 $a(EBL)3568001 035 $a(SSID)ssj0001546610 035 $a(PQKBManifestationID)16141329 035 $a(PQKBTitleCode)TC0001546610 035 $a(PQKBWorkID)14796208 035 $a(PQKB)11543853 035 $a(DE-He213)978-1-4842-0650-8 035 $a(MiAaPQ)EBC3568001 035 $a(CaSebORM)9781484206508 035 $a(PPN)188455817 035 $a(OCoLC)919515184 035 $a(OCoLC)ocn919515184 035 $a(EXLCZ)993710000000459762 100 $a20150803d2015 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aSwift Game Programming for Absolute Beginners /$fby Arjan Egges 205 $a1st ed. 2015. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2015. 215 $a1 online resource (353 p.) 300 $a"Design and code fun games for iOS"--Cover. 300 $aIncludes index. 311 08$a9781484206515 311 08$a1484206517 327 $aContents at a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Part I: Getting Started; Chapter 1: The Swift Language; Computers and Programs; Processors and Memory ; Programs ; Programming Languages ; Programming Games; Developing Games; Small Scale: Edit-Compile-Run; Large Scale: Design-Specify-Implement; Building Your First Swift Program; Building Your First Swift Game; A Few Observations; What You Have Learned; Chapter 2: Game Programming Basics; Building Blocks of a Game; The Game World; The Game Loop; The Game Loop in Swift 327 $aThe Structure of a Program Types of Applications; Functions ; Syntax Diagrams; Calling a Function ; Program Layout; Comments ; Instructions vs. Lines ; Whitespace and Indentation ; What You Have Learned; Chapter 3: Creating a Game World; Basic Types and Variables; Types ; Declaration and Assignment of Variables; Instructions and Expressions ; Operators and More Complex Expressions; Arithmetic Operators ; Priority of Operators ; Other Numeric Types ; The DiscoWorld Game ; Scope of Variables ; What You Have Learned; Chapter 4: Game Assets; Locating Sprites 327 $aLoading and Drawing Sprites Resolutions and Aspect Ratios; Moving Sprites; Loading and Drawing Multiple Sprites; Configuring the Device Orientation; Music and Sounds ; What You Have Learned; Part II: Painter; Chapter 5: Reacting to Player Input; Dealing With Touch Input; Using the Touch Location to Change the Game World; Conditional Execution Based on Touch; Testing for Alternatives; Comparison Operators; Logic Operators; The Boolean Type; Changing the Color of the Cannon; A Few Final Remarks; What You Have Learned; Chapter 6: A Flying Ball; Methods 327 $aParameter Names and Labels Default Parameter Values; Reorganizing Instructions into Methods; Moving Between Local and World Coordinates; Adding a Ball to the Game World; Shooting the Ball; Updating the Ball Position; Fixed Timestep vs. Variable Timestep; Updating the Ball Color; What You Have Learned; Chapter 7: Game Object Types; Creating Multiple Objects of the Same Type; Classes as Types; Input Handling in a Separate Class; Initializing Objects; The Self Keyword; Accessing Other Objects Using Static Variables; The Double Role of Classes 327 $aWriting a Class with Multiple Instances Dealing with Randomness in Games; Calculating a Random Velocity and Color; Updating the Paint Can; What You Have Learned; Chapter 8: Colors and Collisions; A Different Way to Represent Colors; Controlled Data Access for Objects; Adding a Computed Property to a Class; Handling Collisions Between the Ball and the Cans; Values and References; Structs; What You Have Learned; Chapter 9: Limited Lives; Maintaining the Number of Lives; Indicating the Number of Lives to the Player; Executing Instructions Multiple Times 327 $aA Shorter Notation for Incrementing Counters 330 $a"Concepts of game programming are explained well, and no prior knowledge of Swift language programming is required. ... The images and audio provided are professional and clean." William Fahle, Computing Review, May 31, 2016 Swift Game Programming for Absolute Beginners teaches Apple?s Swift language in the context of four, fun and colorful games. Learn the Swift 2.0 language, and learn to create game apps for iOS at the same time ? a double win! The four games you?ll develop while reading this book are: Painter Tut?s Tomb Penguin Pairs Tick Tick These four games are casual, arcade-style games representing the aim-and-shoot, casual, puzzle, and platform styles of game play. Professionally developed game assets form part of the book download. You?ll get professionally drawn sprites and imagery that?ll have you proud to show your learning to friends and family. The approach in Swift Game Programming for Absolute Beginners follows the structure of a game rather than the syntax of a language. You?ll learn to create game worlds, manage game objects and game states, define levels for players to pass through, implement animations based upon realistic physics, and much more. Along the way you?ll learn the language, but always in the context of fun and games. Swift is Apple?s new programming language introduced in 2014 to replace Objective-C as the main programming language for iOS devices and Mac OS X. Swift is a must learn language for anyone targeting Apple devices, and Swift Game Programming for Absolute Beginners provides the most fun you?ll ever have in stepping over the threshold toward eventual mastery of the language. 606 $aComputer games?Programming 606 $aProgramming languages (Electronic computers) 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aProgramming Languages, Compilers, Interpreters$3https://scigraph.springernature.com/ontologies/product-market-codes/I14037 615 0$aComputer games?Programming. 615 0$aProgramming languages (Electronic computers) 615 14$aGame Development. 615 24$aProgramming Languages, Compilers, Interpreters. 676 $a004 700 $aEgges$b Arjan$4aut$4http://id.loc.gov/vocabulary/relators/aut$0892448 801 0$bUMI 801 1$bUMI 906 $aBOOK 912 $a9910300658603321 996 $aSwift Game Programming for Absolute Beginners$92066347 997 $aUNINA