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Getting started with SpriteKit : develop fun and exciting games and create amazing animations for your existing apps with SpriteKit, Apple's 2D game development framework /

Develop fun and exciting games and create amazing animations for your existing apps with SpriteKit, Apple's 2D game development framework About This Book Learn the key concepts of game development in iOS Take advantage of SpriteKit to create your own games and improve your apps Follow the step-...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Jordán, Jorge (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2016.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Texto completo
Tabla de Contenidos:
  • Cover ; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 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
  • BackgroundColorYour first game
  • InsideTheHat; Our first SKSpriteNode class; Adding a background; Working with screen resolutions; Summary; Chapter 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; The solution; Creating loops; Installing doors into the wall; Collision management; Understanding collisions; Handling collisions; 1-star challenge: check collisions accurately; The solution; Creating labels; Aligning labels; Playing some music; AVFoundation
  • 2-star challenge: reproducing sound effectsThe solution; Summary; Chapter 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; The solution; Geometrical primitives; Summary; Chapter 4: From Basic to Professional Games ; Ending the game; 3-star challenge: restarting a game; The solution; Creating a main menu; Transitions and scenes
  • The SKTransition classCreating a tutorial; Updating the tutorial steps; Loading and saving data; The NSUserDefaults class; 2-star challenge: completing the tutorial; The solution; The property list files; Summary; Chapter 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; The solution; Summary; Chapter 6: Auxiliary Techniques
  • Creating particle systemsCreating 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