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Author Long, Leland, author.

Title Learn Sprite Kit for iOS game development / Leland Long.

Publication Info. Berkeley, CA : Apress, 2014.
New York, NY : Distributed to the Book trade worldwide by Springer


Location Call No. OPAC Message Status
 Axe Books 24x7 IT E-Book  Electronic Book    ---  Available
Description 1 online resource (xiv, 228 pages) : illustrations
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
text file PDF rda
Note Online resource; title from PDF title page (SpringerLink, viewed July 10, 2014).
Summary "With Learn Sprite Kit for iOS Game Development, you'll discover how easy it is to create 2D games using the new Sprite Kit framework from Apple. You'll find how simple it is to create a scene, add animated sprites, incorporate edges, play sound effects, and create animated particles for special effects. You'll also use touch events to control your sprites, implement the built-in physics engine, handle sprite collisions and contacts, and much more. To help you in learning how to use all these cool features of Sprite Kit, you'll follow along as we build a complete 2D game for iPhone. By the time you finish the book, you'll have made your own 2D game, and you'll have learned all you need to know to get started on your next masterpiece. What you'll learn: How to add animated sprites to your game scene; Using TouchEvents to have your sprite react to touch input; How to apply realistic physics to your game scene and characters; Handling sprite collisions and contacts with other game elements; Adding game logic for sprite interaction, scoring, levels, and more; Adding a second player and using GameKit. Who this book is for: Beginning developers who have some understanding of object-oriented programming as well as intermediate iOS developers who want to get up to speed quickly with Sprite Kit."-- Unedited summary from book.
Bibliography Includes bibliographical references and index.
Contents Machine generated contents note: ch. 1 Hello World -- We Love Games -- Tradition -- Setup -- Summary -- ch. 2 SKActions and SKTextures: Your First Animated Sprite -- Humble Beginnings -- Removing Unnecessary Tidbits -- Device Orientation -- Slight View Controller Changes -- More Unneeded Template Text -- Images Available for Download -- Background Color -- Splash Screen -- Anchor Points -- Back to the Splash Screen -- Moving Between Scenes -- Creating a New Scene -- Animated Transitions Using SKActions -- Grouping Multiple Actions -- Animation Frames Using SKTextures -- Summary -- ch. 3 Sprite Movement Responding to User Inputs -- Run Away! -- Code Reorganization -- New Class for the Player -- Replacing Static Values -- New Class for Your Textures -- Adding Textures -- Changing Direction -- Skidding to a Stop -- Summary -- ch. 4 Edges, Boundaries, and Ledges -- Physics -- Properties of a Physics Body -- Adding a Backdrop -- Contacts and Collisions -- Adding a Brick Base -- Determining Contact with an Edge -- Handling Sprite Wrapping -- Jumping -- Ledges and Joints -- Summary -- ch. 5 More Animated Sprites: "Enemies" and "Bonuses" -- Opposition -- Optimizing Texture Generation -- Enemy "Ratz" Class -- Timing -- Wrapping -- Update Method -- Collisions -- Bonus Coins -- Enemy and Coin Collisions -- Summary -- ch. 6 Creating a Cast of Characters -- Static vs. Dynamic Characters -- File Format -- XML Format -- Loading the File -- Parsing the Data -- Implementing a New Spawning Process -- Summary -- ch. 7 Points and Scoring -- What's the Point? -- Score Display -- SKLabelNode -- Custom Font Textures -- Status Bar = Off -- Different Kind of Score -- Playing Sound Files -- CAF Audio Format -- Player Spawn Sound Effect -- Player Running Sound Effect -- Player Jumping Sound Effect -- Player Skidding Sound Effect -- Enemy Spawn Sound Effect -- Coin Spawn Sound Effect -- Summary -- ch. 8 Contacts and Collisions -- Didn't You Cover this Already? -- Contacts vs. Collisions -- Grates -- Pipes -- Enemies that Occasionally Get Stuck -- Setting the Player's Starting Location -- Collecting Coins -- Coin-Collection Sound Effect -- Coin Collection Point Display -- Particle Effects -- Coin Contact from Below the Ledges -- Ratz Contact from Below the Ledges -- Intersection Not Sensitive Enough -- Base Runners -- Player Kicking Enemies -- Ratz Collection Sound Effect -- Ratz Collection Point Display -- Kicked Off -- Into the River -- Enemies Kill Player -- Player Death Sound Effect -- Player Falls Off Ledge -- Player in the Water -- Summary -- ch. 9 Add More Scenes and Levels -- Multiple Player Lives -- Adding a Visual Life Meter -- Game Over -- High Score -- Level-Completion Test -- Level-Completion Effects -- Unending Levels -- New Enemy Type -- Two Hits Instead of One -- Levels Three and Four -- Player Instructions -- Summary -- ch. 10 Where to Go from Here -- Going Forward with Sprite Kit -- Making the Game Better -- Resources -- Farewell.
Subject iOS (Electronic resource)
IOS (Electronic resource)
IOS (Electronic resource) (OCoLC)fst01784820
Mobile games -- Programming.
GAMES -- Board.
Genre/Form Electronic books.
Other Form: Print version: 9781430264392
ISBN 9781430264408 (electronic bk.)
1430264403 (electronic bk.)
Standard No. 10.1007/978-1-4302-6440-8 doi
AU@ 000055996360
CHNEW 000888648
CHVBK 374497680
DEBBG BV042182261
DEBBG BV043611914
DEBSZ 417229399
DEBSZ 420043829
GBVCP 882732560
NZ1 15753246

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