Beginning Swift Games Development for iOS [[electronic resource] ] : Develop 2D and 3D games Using Apple's SceneKit and SpriteKit / / by James Goodwill, Wesley Matlock |
Autore | Goodwill James |
Edizione | [2nd ed. 2017.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 |
Descrizione fisica | 1 online resource (XXI, 208 p. 106 illus., 75 illus. in color.) |
Disciplina | 004.167 |
Soggetto topico |
Apple computer
Software engineering Apple and iOS Software Engineering/Programming and Operating Systems |
ISBN | 1-4842-2310-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | PART I INTRODUCTION TO SPRITEKIT -- 1. Setting up Your First Game Scene and Adding Your First Sprites -- 2. SpriteKit Scenes and SKNode Positioning -- 3. Adding Physics and Collision Detection to Your Game -- 4. Adding Scene Scrolling and Game Control -- 5. Adding Actions and Animations -- 6. Adding Particle Effects to Your Game with Emitter Nodes -- 7. Adding Points and Sound -- 8. Transitioning Between Scenes -- 9. SpriteKit Best Practices -- PART II INTRODUCTION TO SCENEKIT -- 10. Creating Your First SceneKit Project -- 11. Scenes and Nodes -- 12. Lighting, Camera, and Material Effects in SceneKit -- 13. Render Loop, Physics and Moving Around -- 14. Collision Detection -- 15. SceneKit Integration with SpriteKit -- 16. SceneKit Editor. |
Record Nr. | UNINA-9910254857803321 |
Goodwill James | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Beginning Swift Games Development for iOS [[electronic resource] /] / by James Goodwill, Wesley Matlock |
Autore | Goodwill James |
Edizione | [1st ed. 2015.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 |
Descrizione fisica | 1 online resource (259 p.) |
Disciplina |
004
005.3 |
Soggetto topico |
Apple computer
Software engineering Apple and iOS Software Engineering/Programming and Operating Systems |
ISBN | 1-4842-0400-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; 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
CoordinatesAnchor 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 AnimationsRefactoring 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 PropertyThe 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 GameWinning 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 |
Record Nr. | UNINA-9910300644003321 |
Goodwill James | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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