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Swift Game Programming for Absolute Beginners

Paperback Engels 2015 2015e druk 9781484206515
Verwachte levertijd ongeveer 9 werkdagen

Samenvatting

"Concepts of game programming are explained well, and no prior knowledge of Swift language programming is required. ...  The images and audio provided are professional and clean." William Fahle, Computing Review, May 31, 2016

Swift Game Programming for Absolute Beginners teaches Apple’s Swift language in the context of four, fun and colorful games. Learn the Swift 2.0 language, and learn to create game apps for iOS at the same time – a double win!

The four games you’ll develop while reading this book are:PainterTut’s TombPenguin PairsTick TickThese four games are casual, arcade-style games representing the aim-and-shoot, casual, puzzle, and platform styles of game play. Professionally developed game assets form part of the book download. You’ll get professionally drawn sprites and imagery that’ll have you proud to show your learning to friends and family.

The approach in Swift Game Programming for Absolute Beginners follows the structure of a game rather than the syntax of a language. You’ll learn to create game worlds, manage game objects and game states, define levels for players to pass through, implement animations based upon realistic physics, and much more. Along the way you’ll learn the language, but always in the context of fun and games.

Swift is Apple’s new programming language introduced in 2014 to replace Objective-C as the main programming language for iOS devices and Mac OS X. Swift is a must learn language for anyone targeting Apple devices, and Swift Game Programming for Absolute Beginners provides the most fun you’ll ever have in stepping over the threshold toward eventual mastery of the language.

Specificaties

ISBN13:9781484206515
Taal:Engels
Bindwijze:paperback
Aantal pagina's:400
Uitgever:Apress
Druk:2015

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Inhoudsopgave

<p><strong>Part I: Getting Started</strong></p><p>1. The Swift Language</p><p>2. Game Programming Basics</p><p>3. Creating a Game World</p><p>4. Game Assets </p><p><strong>Part II: Painter</strong></p><p>5. Knowing What the Player is Doing</p><p>6. Reacting to Player Input</p><p>7. Basic Game Objects</p><p>8. Game Object Types</p><p>9. Colors and Collisions</p><p>10. Limited Lives</p><p>11. Organizing Game Objects</p><p>12. Finishing the Painter Game</p><p><strong>Part III: Galactic Waste</strong></p><p>13. Adapting to Different Devices</p><p>14. Game Object Hierarchies</p><p>15. Game Physics</p><p>16. Game Object Interaction</p><p>17. Finishing the Galactic Waste Game</p><p><strong>Part IV: Penguin Pairs</strong></p><p>18. Sprite Sheets</p><p>19. Storing and Recalling Game Data</p><p>20. Pairing the Penguins</p><p>21. Finishing the Penguin Pairs Game</p><p>22. The Main Game Structure</p><p>23. Animation</p><p><strong>Part V: Tick Tick</strong></p><p>24. Platform Game Physics</p><p>25. Intelligent Enemies</p><p>26. Adding Player Interaction</p><p>27. Finishing the Tick Tick Game</p><p></p>

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        Swift Game Programming for Absolute Beginners