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Beginning Swift Games Development for iOS [[electronic resource] ] : Develop 2D and 3D games Using Apple's SceneKit and SpriteKit / / by James Goodwill, Wesley Matlock
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
Opac: Controlla la disponibilità qui
Beginning Swift Games Development for iOS [[electronic resource] /] / by James Goodwill, Wesley Matlock
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
Opac: Controlla la disponibilità qui