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Swift Game Development(Third Edition)
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Swiftistheperfectchoiceforgamedevelopment.DevelopersareintriguedbySwiftandwanttomakeuseofnewfeaturestodeveloptheirbestgamesyet.Packedwithbestpracticesandeasy-to-useexamples,thisbookleadsyoustepbystepthroughthedevelopmentofyourfirstSwiftgame.ThebookstartsbyintroducingSwift'sbestfeatures–includingitsnewonesforgamedevelopment.UsingSpriteKit,youwilllearnhowtoanimatespritesandtextures.Alongtheway,youwillmasterphysics,animations,andcollisioneffectsandhowtobuildtheUIaspectsofagame.Youwillthenworkoncreatinga3DgameusingtheSceneKitframework.Further,wewilllookathowtoaddmonetizationandintegrateGameCenter.WithiOS12,weseetheintroductionofARKit2.0.ThisnewversionallowsustointegratesharedexperiencessuchasmultiplayeraugmentedrealityandpersistentARthatistiedtoaspecificlocationsothatthesameinformationcanbereplicatedonallconnecteddevices.Inthenextsection,wewilldiveintocreatingAugmentedRealitygamesusingSpriteKitandSceneKit.Then,finally,wewillseehowtocreateaMultipeerARprojecttoconnecttwodevices,andsendandreceivedatabackandforthbetweenthosedevicesinrealtime.Bytheendofthisbook,youwillbeabletocreateyourowniOSgamesusingSwiftandpublishthemontheiOSAppStore.
目錄(176章)
倒序
- 封面
- Swift Game Development Third Edition
- Why subscribe?
- Packt.com
- Contributors
- About the authors
- About the reviewer
- Packt is Searching for Authors Like You
- Preface
- Who this book is for
- What this book covers
- To get the most out of this book
- Get in touch
- Chapter 1. Designing Games with Swift
- Why you will love Swift
- Prerequisites
- What you will learn in this book
- New in Swift 4.2
- Setting up your development environment
- Exploring the SpriteKit demo
- Examining the demo code
- Cleaning up
- Summary
- Chapter 2. Sprites Camera Action!
- Preparing your project
- Drawing your first sprite
- Building a SKSpriteNode class
- Animation—movement scaling and rotation
- The story on positioning
- Working with textures
- Designing for Retina
- Organizing art into texture atlases
- Centering the camera on a sprite
- Summary
- Chapter 3. Mix in the Physics
- Laying the foundations
- Renovating the GameScene class
- Physics bodies and gravity
- Exploring physics simulation mechanics
- Bumping bees into bees
- Summary
- Chapter 4. Adding Controls
- Retrofitting the Player class for flight
- Assigning a physics body to the player
- Polling for device movement with Core Motion
- Wiring up the sprite onTap events
- 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
- Summary
- Chapter 5. Spawning Enemies Coins and Power-Ups
- Introducing the cast
- Locating and adding the art assets
- Adding the Power-up Star
- A new enemy - the Mad Fly
- Another terror - Bats!
- Guarding the ground with the Blade
- Adding coins
- Organizing the project navigator
- Testing the new game objects
- Preparing for endless flight
- Summary
- Chapter 6. Generating a Never-Ending World
- Designing levels with the SpriteKit scene editor
- Building encounters for Pierre Penguin
- Looping encounters for a never-ending world
- Adding the Power-up Star at random places
- Turning bronze coins into gold coins
- Summary
- Chapter 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
- Assigning categories to game objects
- Preparing GameScene for contact events
- Viewing console output
- Testing our contact code
- Player health and damage
- Animations for damage and game over
- The Power-up Star logic
- Summary
- Chapter 8. Polishing to a Shine – HUD Parallax Backgrounds Particles and More
- Adding a HUD
- Parallax background layers
- Using the particle system
- Creating a SpriteKit particle file
- Configuring the path particle settings
- Adding the particle emitter to the game
- Granting safety as the game starts
- Summary
- Chapter 9. Adding Menus and Sounds
- Building the main menu
- Wiring up the START GAME button
- Wiring up GameScene for game over
- Informing the GameScene class when the player dies
- Implementing touch events for the restart menu
- Adding music with AVAudio
- Playing sound effects
- Adding Options to the Menu Scene
- Summary
- Chapter 10. Standing out in the Crowd with Advanced Features
- Adding crates to smash open
- Creating the Crate particle effects
- Recycling emitter nodes with particle pools
- Wiring up crate contact events
- Creating the health power-up crate
- Spawning smashable crates that reward coins
- Summary
- Chapter 11. Introduction to SceneKit
- Creating a Scene with SCNScene
- Adding objects to the scene
- Importing scenes from an external 3D application
- Creating the hero class and physics
- Adding an enemy and collision detection
- Adding a SpriteKit overlay
- Adding labels and buttons
- Adding touch interactivity
- Adding the Gameloop
- Adding wall and floor parallax
- Adding particles
- Adding character animation
- Summary
- Chapter 12. Choosing a Monetization Strategy
- Developing your marketing plan
- Leveraging crowdfunding
- Showing display ads for revenue
- Adding an AdMob Ad in the App
- Selling in-app purchases
- Adding In-App Purchases
- Localization in foreign markets
- Managing scope and completing projects
- Summary
- Chapter 13. Integrating with Game Center
- Authenticating the player's Game Center account
- Opening Game Center in our game
- Updating the leaderboard from the code
- Adding an achievement
- Summary
- Chapter 14. Introduction to Spritekit with ARKit
- Requirements for the project
- Creating an AR Spritekit project
- Adding text and crosshair
- Adding anchors at random locations
- Adding custom sprite
- Registering touch controls to remove game objects
- Summary
- Chapter 15. Introduction to Scenekit with ARKit
- Going through the basic Scenekit/ARKit project
- Project setup and detecting a plane
- Adding touches
- Adding Game Objects
- Adding Score and Gameover text
- Finishing touches
- Summary
- Chapter 16. Publishing the Game on the App Store
- Creating the Bundle ID for the app
- Preparing the project
- Create the App in the itunesconnect portal
- Upload the App and submit for review
- Summary
- Chapter 17. Multipeer Augmented Reality
- Multipeer connectivity framework overview
- Creating the multipeer session class
- Creating a UI for the app
- Setting outlets and adding variables
- Testing the application
- Summary
- Other Books You May Enjoy
- Leave a review – let other readers know what you think
- Index 更新時間:2021-07-16 17:38:22
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