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2D Apple Games by Tutorials Beginning 2D iOS, tvOS game development with Swift 3 up to date for iOS 10,Xcode 8, Swift 3 Pages : 671 - Edition : 0 - Type : pdf

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2D Apple Games by Tutorials Beginning 2D iOS, tvOS game development with Swift 3 up to date for iOS 10,Xcode 8, Swift 3 (Caroline Begbie,Mike Berg,Michael Briscoe ,Kauserali Hafizji,Marin Todorov,Ray Wenderlich)

Shared by le kaka on 2016-11-26

2D Apple Games by Tutorials Learn how to make iOS, tvOS, macOS and watchOS games using Swift 3 and SpriteKit. You will build this game across seven chapters, in stages: Chapter 1, Sprites: Get started by adding your first sprites to the game: the background and the zombie. Chapter 2, Manual Movement: You’ll make the zombie follow your touches around the screen and get a crash-course in basic 2D vector math. Chapter 3, Actions: You’ll add cats and crazy cat ladies to the game, as well as basic collision detection and gameplay. Chapter 4, Scenes: You’ll add a main menu to the game, as well as win and lose scenes. Chapter 5, Camera: You’ll make the game scroll from left to right, and finally, add the conga line itself. Chapter 6, Labels: You’ll add a label to show the zombie’s lives and the number of cats in his conga line. Chapter 7, Scene Editor: You’ll begin by creating the first level of the game. By the end, you’ll have a better understanding of Xcode’s level designer, better known as the scene editor. Chapter 8, Beginning Physics: In this chapter, you’re going to make a little detour in order to learn the basics of creating physics simulations for your games. As a bonus, you’ll learn how to prototype games inside an Xcode playground. Chapter 9, Intermediate Physics: You’ll learn about physics-based collision detection and create custom classes for your Sprite Kit nodes. Chapter 10, Advanced Physics: You’ll add two more levels to the game as you learn about interactive bodies, joints between bodies, composed bodies and more. Chapter 11, Crop, Video and Shape Nodes: You’ll add special new blocks to Cat Nap while learning about additional types of nodes that allow you to do amazing things—like play videos, crop images and create dynamic shapes. Chapter 12, Beginning Tile Maps: You’ll learn the basics about tile maps in SpriteKit by creating a tile set and a background tile map. Chapter 13, Intermediate Tile Maps: You’ll take things a step further by learning how to access tile maps in code and how to create a tile map with randomly placed tiles. Chapter 14, Saving and Loading Games: You’ll finish up by adding a winning end state and a heads-up display. You’ll also learn how to automatically save the game when you leave it and then reload it from where you left off. Chapter 15, Making Drop Charge: You’ll put together the basic gameplay using the scene editor and code, flexing the Sprite Kit muscles you’ve developed working through previous chapters. Chapter 15, State Machines: You’ll learn what state machines are and how to use them. Chapter 16, Particle Systems: You’ll learn how to use particle systems to create amazing special effects. Chapter 17, Juice Up Your Game: You’ll trick out your game with music, sound, animation, more particles and other special effects, experiencing for yourself the benefits of mastering the details. Chapter 18, macOS Games: You’ll take a complete iOS game and add a target for macOS. Along the way, you’ll learn some of the differences between the platforms, such as windows and mouse and keyboard events. Chapter 19, tvOS Games: Building from Chapter 18, you’ll add another target for tvOS. You’ll learn concepts such as Focus and parallax icons, Top Shelf and working with the Apple TV Remote. Chapter 20, watchOS Games: Lastly, you’ll add a target for watchOS, and you’ll learn about gestures, the Digital Crown and Haptic Feedback. You’ll also discover some of the design considerations when working with a small device. Chapter 21, Game Center Achievements: Enable Game Center for your game and award the user achievements for accomplishing certain feats. Chapter 22, Game Center Leaderboards: Set up various leaderboards for your game and track and report the player’s scores. Chapter 23, ReplayKit: You’ll learn how to allow players to record and share videos of their games with ReplayKit. ==== ===== NOTE: Book+source code will be sent to you if you finish the follow game. To receive this book, please finish all steps following: _ Step 1 : Like and share Fanpage : https://www.facebook.com/ibook4all/ in public _ Step 2 : Comment at least 5 friends and invite them to like the Fanpage _ Step 3: Message to Fanpage _ Step 4: Receive the Book. (Admin will send one by one)

tags  Tags:  iOS , tvOS ,Swift 3 ,iOS 10 ,Xcode 8 , Swift 

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