iOS Swift Game Development Cookbook 3rd Edition by Jonathon Manning ,Paris Buttfield Addison – Ebook PDF Instant Download/Delivery: 9781491999080 ,1491999039
Product details:
ISBN 10: 1491999039
ISBN 13: 9781491999080
Author: Jonathon Manning, Paris Buttfield-Addison
Ready to make amazing games for the iPhone and iPad? With Apple’s Swift programming language, it’s never been easier. This updated cookbook provides detailed recipes for managing a wide range of common iOS game-development issues, ranging from 2D and 3D math, SpriteKit, and OpenGL to augmented reality with ARKit. You get simple, direct solutions to common problems found in iOS game programming. Need to figure out how to give objects physical motion, or want a refresher on gaming-related math problems? This book provides sample projects and straightforward answers. All you need to get started is some familiarity with iOS development in Swift.
Table of contents:
Laying Out a Game
1.1. Laying Out Your Engine
1.2. Creating an Inheritance-Based Game Layout
1.3. Creating a Component-Based Game Layout
1.4. Creating a Component-Based Game Layout Using GameplayKit
1.5. Calculating Delta Times
1.6. Detecting When the User Enters and Exits Your Game
1.7. Updating Based on a Timer
1.8. Updating Based on When the Screen Updates
1.9. Pausing a Game
1.10. Calculating Time Elapsed Since the Game Start
1.11. Working with Closures
1.12. Writing a Method That Calls a Closure
1.13. Working with Operation Queues
1.14. Performing a Task in the Future
1.15. Making Operations Depend on Each Other
1.16. Filtering an Array with Closures
1.17. Loading New Assets During Gameplay
1.18. Adding Unit Tests to Your Game
1.19. 2D Grids
1.20. Using Randomization
1.21. Building a State Machine
Views and Menus
2.1. Working with Storyboards
2.2. Creating View Controllers
2.3. Using Segues to Move Between Screens
2.4. Using Constraints to Lay Out Views
2.5. Adding Images to Your Project
2.6. Slicing Images for Use in Buttons
2.7. Using UI Dynamics to Make Animated Views
2.8. Moving an Image with Core Animation
2.9. Rotating an Image View
2.10. Animating a Popping Effect on a View
2.11. Theming UI Elements with UIAppearance
2.12. Rotating a UIView in 3D
2.13. Overlaying Menus on Top of Game Content
2.14. Designing Effective Game Menus
Input
3.1. Detecting When a View Is Touched
3.2. Responding to Tap Gestures
3.3. Dragging an Image Around the Screen
3.4. Detecting Rotation Gestures
3.5. Detecting Pinching Gestures
3.6. Creating Custom Gestures
3.7. Receiving Touches in Custom Areas of a View
3.8. Detecting Shakes
3.9. Detecting Device Tilt
3.10. Getting the Compass Heading
3.11. Accessing the User’s Location
3.12. Calculating the User’s Speed
3.13. Pinpointing the User’s Proximity to Landmarks
3.14. Receiving Notifications When the User Changes Location
3.15. Looking Up GPS Coordinates for a Street Address
3.16. Looking Up Street Addresses from the User’s Location
3.17. Using the Device as a Steering Wheel
3.18. Detecting Magnets
3.19. Utilizing Inputs to Improve Game Design
Sound
4.1. Playing Sound with AVAudioPlayer
4.2. Recording Sound with AVAudioRecorder
4.3. Working with Multiple Audio Players
4.4. Cross-Fading Between Tracks
4.5. Synthesizing Speech
4.6. Getting Information About What the Music App Is Playing
4.7. Detecting When the Currently Playing Track Changes
4.8. Controlling Music Playback
4.9. Allowing the User to Select Music
4.10. Cooperating with Other Applications’ Audio
4.11. Determining How to Best Use Sound in Your Game Design
Data Storage
5.1. Storing Structured Information
5.2. Storing Data Locally
5.3. Using iCloud to Save Games
5.4. Using the iCloud Key-Value Store
5.5. Deciding When to Use Files or a Database
5.6. Managing a Collection of Assets
5.7. Storing Information in UserDefaults
5.8. Implementing the Best Data Storage Strategy
5.9. In-Game Currency
5.10. Setting Up CloudKit
5.11. Adding Records to a CloudKit Database
5.12. Querying Records to a CloudKit Database
5.13. Deleting Records from a CloudKit Database
2D Graphics and SpriteKit
6.1. Getting Familiar with 2D Math
6.2. Creating a SpriteKit View
6.3. Creating a Scene
6.4. Adding a Sprite
6.5. Adding a Text Sprite
6.6. Determining Available Fonts
6.7. Including Custom Fonts
6.8. Transitioning Between Scenes
6.9. Moving Sprites and Labels Around
6.10. Adding a Texture Sprite
6.11. Creating Texture Atlases
6.12. Using Shape Nodes
6.13. Using Blending Modes
6.14. Using Image Effects to Change the Way That Sprites Are Drawn
6.15. Using Bézier Paths
6.16. Creating Smoke, Fire, and Other Particle Effects
6.17. Shaking the Screen
6.18. Animating a Sprite
6.19. Parallax Scrolling
6.20. Creating Images Using Noise
Physics
7.1. Reviewing Physics Terms and Definitions
7.2. Adding Physics to Sprites
7.3. Creating Static and Dynamic Objects
7.4. Defining Collider Shapes
7.5. Setting Velocities
7.6. Working with Mass, Size, and Density
7.7. Creating Walls in Your Scene
7.8. Controlling Gravity
7.9. Keeping Objects from Falling Over
7.10. Controlling Time in Your Physics Simulation
7.11. Detecting Collisions
7.12. Finding Objects
7.13. Working with Joints
7.14. Working with Forces
7.15. Adding Thrusters to Objects
7.16. Creating Explosions
7.17. Using Device Orientation to Control Gravity
7.18. Dragging Objects Around
7.19. Creating a Car
SceneKit
8.1. Setting Up for SceneKit
8.2. Creating a SceneKit Scene
8.3. Showing a 3D Object
8.4. Working with SceneKit Cameras
8.5. Creating Lights
8.6. Animating Objects
8.7. Working with Text Nodes
8.8. Customizing Materials
8.9. Texturing Objects
8.10. Normal Mapping
8.11. Constraining Objects
8.12. Loading COLLADA Files
8.13. Using 3D Physics
8.14. Adding Reflections
8.15. Hit-Testing the Scene
8.16. Loading a Scene File
8.17. Particle Systems
8.18. Using Metal
Artificial Intelligence and Behavior
9.1. Making Vector Math Nicer in Swift
9.2. Making an Object Move Toward a Position
9.3. Making Things Follow a Path
9.4. Making an Object Intercept a Moving Target
9.5. Making an Object Flee When It’s in Trouble
9.6. Making an Object Decide on a Target
9.7. Making an Object Steer Toward a Point
9.8. Making an Object Know Where to Take Cover
9.9. Calculating a Path for an Object to Take
9.10. Pathfinding on a Grid
9.11. Finding the Next Best Move for a Puzzle Game
9.12. Determining If an Object Can See Another Object
9.13. Tagging Parts of Speech with NSLinguisticTagger
9.14. Using AVFoundation to Access the Camera
9.15. Importing a Core ML Model
9.16. Identifying Objects in Images
9.17. Using AI to Enhance Your Game Design
Working with the Outside World
10.1. Detecting Controllers
10.2. Getting Input from a Game Controller
10.3. Showing Content via AirPlay
10.4. Using External Screens
10.5. Designing Effective Graphics for Different Screens
10.6. Dragging and Dropping
10.7. Providing Haptic Feedback with UIFeedbackGenerator
10.8. Recording the Screen with ReplayKit
10.9. Displaying Augmented Reality with ARKit
10.10. Hit-Testing the AR Scene
10.11. Using TestFlight to Test Your App
10.12. Using Fastlane to Build and Release Your App
Performance and Debugging
11.1. Improving Your Frame Rate
11.2. Making Levels Load Quickly
11.3. Dealing with Low-Memory Issues
11.4. Tracking Down a Crash
11.5. Working with Compressed Textures
11.6. Working with Watchpoints
11.7. Logging Effectively
11.8. Creating Breakpoints That Use Speech
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