Buch, Englisch, 380 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 713 g
ISBN: 978-1-4842-0651-5
Verlag: Apress
"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
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:
- Painter
- Tut’s Tomb
- Penguin Pairs
- Tick Tick
The approach in 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 main programming language for iOS devices and Mac OS X. Swift is a language for anyone targeting Apple devices, and provides the most fun you’ll ever have in stepping over the threshold toward eventual mastery of the language.
Zielgruppe
Popular/general
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Part I: Getting Started
1. The Swift Language
2. Game Programming Basics
3. Creating a Game World
4. Game Assets
Part II: Painter
5. Knowing What the Player is Doing
6. Reacting to Player Input
7. Basic Game Objects
8. Game Object Types
9. Colors and Collisions
10. Limited Lives
11. Organizing Game Objects
12. Finishing the Painter Game
Part III: Galactic Waste
13. Adapting to Different Devices
14. Game Object Hierarchies
15. Game Physics
16. Game Object Interaction
17. Finishing the Galactic Waste Game
Part IV: Penguin Pairs
18. Sprite Sheets
19. Storing and Recalling Game Data
20. Pairing the Penguins
21. Finishing the Penguin Pairs Game
22. The Main Game Structure
23. Animation
Part V: Tick Tick
24. Platform Game Physics
25. Intelligent Enemies
26. Adding Player Interaction
27. Finishing the Tick Tick Game