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Author Goodwill, James.

Title Beginning Swift games development for iOS : develop 2D and 3D games using Apple's SceneKit and SpriteKit / James Goodwill, Wesley Matlock.

Imprint [Place of publication not identified] : Apress, 2017.


Location Call No. OPAC Message Status
 Axe Books 24x7 IT E-Book  Electronic Book    ---  Available
Edition 2nd ed.
Description 1 online resource
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
text file PDF rda
Note Print version record.
Contents At a Glance; Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Introduction; Part I: Introduction to Spritekit; Chapter 1: Setting Up Your Game Scene and Adding Your First Sprites; What You Need to Know and Have; Introducing SuperSpaceMan; Creating a Swift SpriteKit Project; Starting from Scratch; The GameViewController Class; The GameScene Class; Adding a Background and Player Sprite; Summary; Chapter 2: SpriteKit 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 TreeLooking at SKSpriteNode Coordinates and Anchor Points; Coordinates; Anchor 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 SceneControlling Player Movement with the Accelerometer; Summary; Chapter 5: Adding Actions and Animations; Refactoring 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; Using Particle Emitter Templates; Creating a Particle Emitter; Particle Emitter Properties; The Particle Life-Cycle Properties; The Emitter Birthrate and Maximum Properties.
The Lifetime Start and Range PropertiesThe Particle Movement Properties; The Position Range Property; The Z-position Property; The Angle Property; The Speed Property; The Acceleration Property; Adding an Exhaust Trail to the Player; Summary; Chapter 7: Adding Points and Sound; Introducing 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; Pausing Scenes During a Transition.
Detecting When a New Scene Is PresentedAdding a New Scene to SuperSpaceMan; Ending the Game; Winning the Game; Losing the Game; Adding the Transition; Summary; Chapter 9: SpriteKit Best Practices; Creating Your Own Nodes with Subclassing; Reusing Textures; Externalizing Your Game Data; Keeping Your Node Tree Pruned; Summary; Part II: Introduction to Scenekit; Chapter 10: Creating Your First SceneKit Project; SceneKit Primer; SceneKit Animation; What You Need to Know; Creating the SceneKit Project; Wiring Up and Building a Scene; Swiftystein3D; Project Resources; Building the Scene; Summary.
Summary Game apps are one of the most popular categories in the Apple iTunes App Store. In response, James Goodwill, Wesley Matlock and Apress introduce you to the update of this best selling book, Beginning Swift Games Development for iOS, Second Edition. In this book, you'll learn the fundamental elements of the new Swift 3 programming language as applied to game development for new iOS 10. What you'll learn Discover what's in the new Swift 3 programming language Apply Swift 3 to iOS 10 and 9 game development Build a 2D game app using SpriteKit and Swift Build a 3D game from 2D using SceneKit and Swift.
Bibliography Includes bibliographical references.
Subject iOS (Electronic resource)
IOS (Electronic resource) (OCoLC)fst01784820
Application software -- Development.
Computer games -- Programming.
COMPUTERS -- Programming -- Apple Programming.
Application software -- Development. (OCoLC)fst00811707
Computer games -- Programming. (OCoLC)fst00872114
Software Engineering.
Macintosh programming.
Genre/Form Electronic books.
Added Author Matlock, Wesley.
Other Form: Print version: 1484223098 9781484223093 (OCoLC)957532952
ISBN 9781484223109 (electronic bk.)
1484223101 (electronic bk.)
Standard No. 10.1007/978-1-4842-2310-9 doi
AU@ 000060381993
CHNEW 000961889
CHVBK 491705190
DKDLA 820120-katalog:000767513
UKMGB 019177123

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