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Getting Started with SpriteKit电子书

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7人正在读 | 1人评论 6.2

作       者:Jorge Jordán

出  版  社:Packt Publishing

出版时间:2016-01-25

字       数:68.8万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Develop fun and exciting games and create amazing animations for your existing apps with SpriteKit, Apple's 2D game development frameworkAbout This BookLearn the key concepts of game development in iOSTake advantage of SpriteKit to create your own games and improve your appsFollow the step-by-step chapters to create a complete product ready to submit to the App StoreWho This Book Is ForGetting Started with SpriteKit is for beginner-level iOS developers who want to add an extra edge to their apps and create amazing games using SpriteKit. It doesn’t matter whether you have experience in iOS development or not as this book will show you the swift tricks you can use to create games.What You Will LearnCreate and configure a SpriteKit project from scratchLoad and manage the basic elements of games such as sprites, labels, and geometrical primitivesHandle touch events, detect collisions, and play sound audio filesCreate complex elements, animate sprites, and run the parallax effectComplete your games with key components such as a main menu, transitions between scenes, a tutorial, and the ability to load and save dataIncrease the efficiency of your device using the accelerometer or by adding shaders, lights, and shadowsGain complementary techniques such as creating or finding audio resources, applying SpriteKit to apps, or using third-party toolsIn DetailSpriteKit is Apple’s game engine to develop native iOS games. Strongly boosted by the Apple Inc., Cupertino, it has increased in popularity since its first release. This book shows you the solutions provided by SpriteKit to help you create any 2D game you can imagine and apply them to create animations that will highlight your existing apps.This book will give you the knowledge you need to apply SpriteKit to your existing apps or create your own games from scratch.Throughout the book, you will develop a complete game. The beautiful designs implemented in the game in this book will easily lead you to learn the basis of 2D game development, including creating and moving sprites, and adding them to a game scene. You will also discover how to apply advanced techniques such as collision detection, action execution, playing music, or running animations to give a more professional aspect to the game. You will finish your first game by learning how to add a main menu and a tutorial, as well as saving and loading data from and to the player’s device.Finally, you will find out how to apply some mobile games techniques such as accelerometer use or touch detection.Style and approachWritten in an informal way with plenty of illustrative screenshots, this easy-to-follow and practical guide will help you get the most from SpriteKit. The main part of the book provides step-by-step instructions to develop of a complete product, while the last chapters give you some complementary techniques than can be used in mobile 2D game development.
目录展开

Getting Started with SpriteKit

Table of Contents

Getting Started with SpriteKit

Credits

About the Author

About the Reviewer

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. The First Step toward SpriteKit

Game engines

Creating a new SpriteKit project

Running the project for first time

How the default project looks like

The SKNode class

The SKNode class properties

The position property

The frame property

The zPosition property

The hidden property

An alpha property

The children node

name

userInteractionEnabled

Using SKNode to organize a scene

SKScene

The game loop

The SKScene properties

scaleMode

anchorPoint

size

backgroundColor

Your first game – InsideTheHat

Our first SKSpriteNode class

Adding a background

Working with screen resolutions

Summary

2. What Makes a Game a Game?

Handling touch events

Handling actions

Building a wall

Running through the doors

1-star challenge: an easier way to reset position

Solution

Creating loops

Installing doors into the wall

Collision management

Understanding collisions

Handling collisions

1-star challenge: check collisions accurately

Solution

Creating labels

Aligning labels

Playing some music

AVFoundation

2-star challenge: reproducing sound effects

Solution

Summary

3. Taking Games One Step Further

Extending the SKNode class

Creating a new class

Handling the behavior of custom classes

2-star challenge: colliding puppets

Solution

The parallax effect

The update method and delta times

Creating animations in SpriteKit

2-star challenge: animate collisions

Solution

Geometrical primitives

Summary

4. From Basic to Professional Games

Ending the game

3-star challenge: restarting a game

Solution

Creating a main menu

Transitions and scenes

The SKTransition class

Creating a tutorial

Updating the tutorial steps

Loading and saving data

The NSUserDefaults class

2-star challenge: completing the tutorial

Solution

The property list files

Summary

5. Utilizing the Hardware and Graphics Processor

Using the accelerometer

The CMMotionManager class

Compensating for the position of the device

Adding shaders to our game

Turning on the lights

Creating lights with the editor

Programmatically creating lights

2-star challenge: moving lights

Solution

Summary

6. Auxiliary Techniques

Creating particle systems

Creating an emitter with the editor

Creating the emitter programmatically

Combining SpriteKit and UIKit

Including UIKit in a game

Including SpriteKit in an app

Using third-party tools

Creating audio resources

Voice memos

Audacity

GarageBand

Font makers

How to find audio files

How to find images

Summary

Index

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