Long | Learn Sprite Kit for iOS Game Development | E-Book | sack.de
E-Book

E-Book, Englisch, 243 Seiten, eBook

Long Learn Sprite Kit for iOS Game Development


1. Auflage 2014
ISBN: 978-1-4302-6440-8
Verlag: APRESS
Format: PDF
Kopierschutz: 1 - PDF Watermark

E-Book, Englisch, 243 Seiten, eBook

ISBN: 978-1-4302-6440-8
Verlag: APRESS
Format: PDF
Kopierschutz: 1 - PDF Watermark



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.

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Weitere Infos & Material


1;Contents at a Glance;3
2;Contents;236
3;About the Author;241
4;About the TechnicalReviewer;242
5;Acknowledgments;243
6;Introduction;4
7;Chapter 1: Hello World;6
7.1;We Love Games;6
7.2;Tradition;6
7.3;Setup;7
7.4;Summary;17
8;Chapter 2: SKActions and SKTextures: Your First Animated Sprite;18
8.1;Humble Beginnings;18
8.2;Removing Unnecessary Tidbits;19
8.3;Device Orientation;20
8.4;Slight View Controller Changes;21
8.5;More Unneeded Template Text;21
8.6;Images Available for Download;22
8.7;Background Color;23
8.8;The Splash Screen;23
8.9;Anchor Points;24
8.10;Back to the Splash Screen;25
8.11;Moving Between Scenes;25
8.12;Creating a New Scene;26
8.13;Animated Transitions Using SKActions;27
8.14;Grouping Multiple Actions;29
8.15;Animation Frames Using SKTextures;29
8.16;Summary;32
9;Chapter 3: Sprite Movement Responding to User Inputs;33
9.1;Run Away!;33
9.2;Code Reorganization;35
9.3;New Class for the Player;37
9.4;Replacing Static Values;40
9.5;New Class for Your Textures;41
9.6;Adding Textures;43
9.7;Changing Direction;45
9.8;Skidding to a Stop;48
9.9;Summary;52
10;Chapter 4: Edges, Boundaries, and Ledges;53
10.1;Physics;53
10.2;Properties of a Physics Body;54
10.3;Adding a Backdrop;55
10.4;Contacts and Collisions;55
10.5;Adding a Brick Base;58
10.6;Determining Contact with an Edge;60
10.7;Handling Sprite Wrapping;60
10.8;Jumping;62
10.9;Ledges and Joints;70
10.10;Summary;79
11;Chapter 5: More Animated Sprites: “Enemies” and “Bonuses ”;80
11.1;The Opposition;80
11.2;Optimizing Texture Generation;82
11.3;Enemy “Ratz” Class;83
11.4;Timing;87
11.5;Wrapping;88
11.6;The Update Method;89
11.7;Collisions;92
11.8;Bonus Coins;97
11.9;Enemy and Coin Collisions;103
11.10;Summary;104
12;Chapter 6: Creating a Cast of Characters;105
12.1;Static vs. Dynamic Characters;105
12.2;File Format;105
12.3;XML Format;114
12.4;Loading the File;116
12.5;Parsing the Data;118
12.6;Implementing a New Spawning Process;120
12.7;Summary;122
13;Chapter 7: Points and Scoring;123
13.1;What’s the Point?;123
13.2;Score Display;123
13.3;SKLabelNode;123
13.4;Custom Font Textures;124
13.5;Status Bar = Off;130
13.6;A Different Kind of Score;133
13.7;Playing Sound Files;133
13.8;CAF Audio Format;133
13.9;Player Spawn Sound Effect;134
13.10;Player Running Sound Effect;135
13.11;Player Jumping Sound Effect;136
13.12;Player Skidding Sound Effect;138
13.13;Enemy Spawn Sound Effect;140
13.14;Coin Spawn Sound Effect;141
13.15;Summary;142
14;Chapter 8: Contacts and Collisions;143
14.1;Didn’t You Cover this Already?;143
14.2;Contacts vs. Collisions;143
14.3;Grates;143
14.4;Pipes;145
14.5;Enemies that Occasionally Get Stuck;149
14.6;Setting the Player’s Starting Location;152
14.7;Collecting Coins;153
14.8;Coin-Collection Sound Effect;155
14.9;Coin Collection Point Display;156
14.10;Particle Effects;156
14.11;Coin Contact from Below the Ledges;161
14.12;Ratz Contact from Below the Ledges;162
14.13;Intersection Not Sensitive Enough;166
14.14;Base Runners;168
14.15;Player Kicking Enemies;169
14.16;Ratz Collection Sound Effect;171
14.17;Ratz Collection Point Display;172
14.18;Kicked Off;172
14.19;Into the River;175
14.20;Enemies Kill Player;178
14.21;Player Death Sound Effect;179
14.22;Player Falls Off Ledge;179
14.23;Player in the Water;183
14.24;Summary;184
15;Chapter 9: Add More Scenes and Levels;185
15.1;Multiple Player Lives;185
15.2;Adding a Visual Life Meter;187
15.3;Game Over;189
15.4;High Score;192
15.5;Level-Completion Test;196
15.6;Level-Completion Effects;198
15.7;Unending Levels;200
15.8;A New Enemy Type;203
15.9;Two Hits Instead of One;218
15.10;Levels Three and Four;221
15.11;Player Instructions;223
15.12;Summary;225
16;Chapter 10: Where to Go from Here;226
16.1;Going Forward with Sprite Kit;226
16.2;Making the Game Better;226
16.3;Resources;227
16.4;Farewell;227
17;Index;228


Leland Long?s programming began on a VIC-20 computer (3K of memory). He moved up to the Apple IIe (64K) and then on to the Mac 512K where he began using Microsoft File for an office database solution. Introduced to Filemaker II in the late 80?s he?s used various FileMaker Pro versions ever since. As a hobbyist he?s written a few programs over the years in BASIC and Pascal, but never pursued learning more languages such as C or learning Object-Oriented concepts. The release of the iPhone SDK has changed that! He?s excited to merge iPhone and FileMaker technologies together, resulting in more power and benefit to users. He is currently an in-house FileMaker developer for a non-profit company in South Carolina, where he lives with his wife and two youngest daughters. His oldest daughter and three grandchildren live close enough to keep life entertaining.



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