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Game Development with Swift电子书

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作       者:Stephen Haney

出  版  社:Packt Publishing

出版时间:2015-07-23

字       数:101.3万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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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.
目录展开

Game Development with Swift

Table of Contents

Game Development with Swift

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why subscribe?

Free access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

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 line

Further 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

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 points

Adding textures and game art

Downloading the free assets

More exceptional art

Drawing your first textured sprite

Adding the bee image to your project

Loading images with SKSpriteNode

Designing for retina

The ideal asset approach

My solution for now

Hands-on with retina in SpriteKit

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

3. Mix in the Physics

Laying the foundation

Following protocol

Reinventing the bee

The 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

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 Motion

Implementing 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 the player's progress

Looping the ground

Checkpoint 4-B

Summary

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

Adding the MadFly class

Another terror – bats!

Adding the Bat class

The spooky ghost

Adding the Ghost class

Guarding the ground – adding the blade

Adding the Blade class

Adding the coins

Creating the coin classes

Organizing the project navigator

Testing the new game objects

Checkpoint 5-A

Preparing for endless flight

Summary

6. Generating a Never-Ending World

Designing levels with the SpriteKit scene editor

Separating level data from game logic

Using empty nodes as placeholders

Encounters in endless flying

Creating our first encounter

Integrating scenes into the game

Checkpoint 6-A

Spawning endless encounters

Building more encounters

Updating the EncounterManager class

Storing metadata in SKSpriteNode userData property

Wiring up EncounterManager in the GameScene class

Spawning the star power-up at random

Checkpoint 6-B

Summary

7. Implementing Collision Events

Learning the SpriteKit collision vocabulary

Collision versus contact

Physics category masks

Using category masks in Swift

Adding contact events to our game

Setting up the physics categories

Assigning categories to game objects

The player

The ground

The star power-up

Enemies

Coins

Preparing GameScene for contact events

Viewing console output

Testing our contact code

Checkpoint 7-A

Player health and damage

Animations for damage and game over

The damage animation

The game over animation

Collecting coins

The power-up star logic

Checkpoint 7-B

Summary

8. Polishing to a Shine – HUD, Parallax Backgrounds, Particles, and More

Adding a heads-up display

Parallax background layers

Adding the background assets

Implementing a background class

Wiring up backgrounds in the GameScene class

Checkpoint 8-A

Harnessing SpriteKit's particle system

Adding the circle particle asset

Creating a SpriteKit Particle File

Configuring the path particle settings

Adding the particle emitter to the game

Granting safety as the game starts

Checkpoint 8-B

Summary

9. Adding Menus and Sounds

Building the main menu

Creating the menu scene and menu nodes

Launching the main menu when the game starts

Wiring up the START GAME button

Adding the restart game menu

Extending the HUD

Wiring up GameScene for game over

Informing the GameScene class when the player dies

Implementing touch events for the restart menu

Checkpoint 9-A

Adding music and sound

Adding the sound assets to the game

Playing background music

Playing sound effects

Adding the coin sound effect to the Coin class

Adding the power-up and hurt sound effects to the Player class

Playing a sound when the game starts

Checkpoint 9-B

Summary

10. Integrating with Game Center

Registering an app with iTunes Connect

Configuring Game Center

Creating a test user

Authenticating the player's Game Center account

Opening Game Center in our game

Checkpoint 10-A

Adding a leaderboard of high scores

Creating a new leaderboard in iTunes Connect

Updating the leaderboard from the code

Adding an achievement

Creating a new achievement in iTunes Connect

Updating achievements from the code

Checkpoint 10-B

Summary

11. Ship It! Preparing for the App Store and Publication

Finalizing assets

Adding app icons

Designing the launch screen

Taking screenshots for each supported device

Finalizing iTunes Connect information

Configuring pricing

Uploading our project from Xcode

Submitting for review in iTunes Connect

Summary

Index

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