Swift Game Programming for Absolute Beginners

دانلود کتاب Swift Game Programming for Absolute Beginners

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نام کتاب : Swift Game Programming for Absolute Beginners
عنوان ترجمه شده به فارسی : برنامه نویسی بازی سوئیفت برای مبتدیان مطلق
سری :
نویسندگان : ,
ناشر : Apress
سال نشر : 2015
تعداد صفحات : 353
ISBN (شابک) : 9781484206515 , 1484206509
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 5 مگابایت



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Contents at a Glance......Page 6
Contents......Page 8
About the Author......Page 18
About the Technical Reviewer......Page 19
Acknowledgments......Page 20
Introduction......Page 21
Part I: Getting Started......Page 25
Processors and Memory......Page 26
Programming Languages......Page 27
Programming Games......Page 28
Developing Games......Page 29
Large Scale: Design-Specify-Implement......Page 30
Building Your First Swift Program......Page 31
Building Your First Swift Game......Page 34
A Few Observations......Page 37
What You Have Learned......Page 38
The Game World......Page 39
The Game Loop......Page 40
The Game Loop in Swift......Page 41
Types of Applications......Page 43
Functions......Page 44
Syntax Diagrams......Page 45
Calling a Function......Page 46
Instructions vs. Lines......Page 47
Whitespace and Indentation......Page 48
What You Have Learned......Page 49
Types......Page 50
Declaration and Assignment of Variables......Page 51
Instructions and Expressions......Page 54
Priority of Operators......Page 55
Other Numeric Types......Page 56
The DiscoWorld Game......Page 58
Scope of Variables......Page 60
What You Have Learned......Page 61
Chapter 4: Game Assets......Page 62
Loading and Drawing Sprites......Page 63
Resolutions and Aspect Ratios......Page 64
Moving Sprites......Page 68
Loading and Drawing Multiple Sprites......Page 69
Configuring the Device Orientation......Page 71
Music and Sounds......Page 72
What You Have Learned......Page 74
Part II: Painter......Page 75
Dealing With Touch Input......Page 77
Using the Touch Location to Change the Game World......Page 80
Conditional Execution Based on Touch......Page 82
Testing for Alternatives......Page 83
Comparison Operators......Page 85
The Boolean Type......Page 86
Changing the Color of the Cannon......Page 88
A Few Final Remarks......Page 91
What You Have Learned......Page 92
Methods......Page 93
Parameter Names and Labels......Page 96
Default Parameter Values......Page 99
Reorganizing Instructions into Methods......Page 100
Moving Between Local and World Coordinates......Page 102
Adding a Ball to the Game World......Page 103
Shooting the Ball......Page 104
Updating the Ball Position......Page 105
Fixed Timestep vs. Variable Timestep......Page 107
Updating the Ball Color......Page 109
What You Have Learned......Page 111
Creating Multiple Objects of the Same Type......Page 112
Classes as Types......Page 113
Input Handling in a Separate Class......Page 115
Initializing Objects......Page 116
The Self Keyword......Page 119
Accessing Other Objects Using Static Variables......Page 121
The Double Role of Classes......Page 122
Writing a Class with Multiple Instances......Page 123
Dealing with Randomness in Games......Page 124
Calculating a Random Velocity and Color......Page 126
Updating the Paint Can......Page 127
What You Have Learned......Page 128
A Different Way to Represent Colors......Page 129
Controlled Data Access for Objects......Page 130
Adding a Computed Property to a Class......Page 132
Handling Collisions Between the Ball and the Cans......Page 134
Values and References......Page 135
Structs......Page 138
What You Have Learned......Page 140
Maintaining the Number of Lives......Page 141
Executing Instructions Multiple Times......Page 143
A More Compact Looping Syntax......Page 146
Infinite Repeat......Page 150
Nested Repeats......Page 151
Restarting the Game......Page 152
What You Have Learned......Page 155
Similarities Between Game Objects......Page 156
Inheritance......Page 157
Game Objects and Inheritance......Page 160
Cannon as a Subclass of ThreeColorGameObject......Page 162
The Ball Class......Page 163
The PaintCan Class......Page 166
Inheriting from Existing Classes......Page 167
Hierarchies of Classes......Page 169
What You Have Learned......Page 170
Adding Motion Effects......Page 171
Adding Sounds and Music......Page 172
Maintaining a Score......Page 174
Characters and Strings......Page 175
Special Characters......Page 176
A Few Final Remarks......Page 177
What You Have Learned......Page 179
Part III: Tut’s Tomb......Page 180
Creating a Touch Object......Page 181
Arrays......Page 183
Dictionaries......Page 185
Optionals......Page 186
Storing Multiple Touches......Page 188
Making Dealing with Touch Input Easier......Page 190
Linking Touch Events to the Input Helper Class......Page 191
Dragging Sprites......Page 193
What You Have Learned......Page 195
A Basic Class for Game Objects......Page 196
Game Object Subclasses......Page 197
Adding Physics to Game Objects......Page 198
Interaction......Page 200
What You Have Learned......Page 203
Game Object Behavior......Page 204
Actions......Page 205
Using Actions to Drop Treasures......Page 206
Special Types of Treasure......Page 209
Turning Treasures Into Rocks......Page 211
Handling Physics Contacts......Page 212
What You Have Learned......Page 214
Better Layer Handling......Page 215
Adding a Title Screen......Page 216
Adding a Button to Show a Help Frame......Page 217
Overlays......Page 220
What You Have Learned......Page 223
Adding a Score......Page 224
Controlling Access......Page 226
Using a Custom Font......Page 227
Adding Glitter......Page 229
Adding Music and Sound Effects......Page 231
What You Have Learned......Page 233
Part IV: Penguin Pairs......Page 234
Game Objects in a Grid Layout......Page 236
Class Extensions......Page 240
Adding an On/off Button......Page 242
Calculating World Positions of Game Objects......Page 244
Completing the Slider Class......Page 245
What You Have Learned......Page 248
Basics of Managing Game States......Page 249
The Game State Manager......Page 250
Assigning Names to Nodes......Page 251
Adding States and Switching Between Them......Page 253
The Level Menu State......Page 254
What You Have Learned......Page 256
Chapter 19: Storing and Recalling Game Data......Page 257
Structure of a Level......Page 258
Reading Data From Files......Page 259
The Tile Class......Page 261
The Level State......Page 262
Using switch to Handle Alternatives......Page 265
Loading Different Kinds of Tiles......Page 267
Maintaining the Player’s Progress......Page 269
What You Have Learned......Page 271
Defining Operators......Page 272
Selecting Penguins......Page 273
Updating Animals......Page 276
Meeting Other Game Objects......Page 278
Maintaining the Number of Pairs......Page 280
What You Have Learned......Page 282
Showing Hints......Page 283
Showing a Help Frame......Page 285
Moving to the Next Level......Page 287
Adding Sound Effects......Page 289
What You Have Learned......Page 290
Part V: Tick Tick......Page 291
Overview of the Game Structure......Page 293
The Structure of a Level......Page 294
The Tile Class......Page 296
The LevelState Class......Page 297
What You Have Learned......Page 299
What Is Animation?......Page 300
Texture Atlases......Page 301
The Animation Class......Page 302
Supporting Multiple Animations......Page 304
The Player Class......Page 305
What You Have Learned......Page 308
Chapter 24: Platform Game Physics......Page 309
Setting the Character at the Right Position......Page 310
Jumping …......Page 311
Collision Detection......Page 312
Retrieving Bounding Boxes......Page 313
Handling Character-Tile Collisions......Page 314
Dealing with the Collision......Page 315
What You Have Learned......Page 318
The Rocket......Page 319
Creating and Resetting the Rocket......Page 320
Programming the Rocket Behavior......Page 321
The Basic PatrollingEnemy Class......Page 322
Different Types of Enemies......Page 324
Other Types of Enemies......Page 326
Loading the Different Types of Enemies......Page 327
What You Have Learned......Page 328
Collecting Water Drops......Page 329
Ice Blocks......Page 330
Enemies Colliding With the Player......Page 332
Adding Horizontal and Vertical Scrolling......Page 334
What You Have Learned......Page 337
Adding a Timer......Page 338
Making the Timer Go Faster or Slower......Page 340
When the Timer Reaches Zero......Page 341
Adding Mountains and Clouds......Page 343
Showing the Help Frame......Page 345
Finalizing the Level Progression......Page 346
What You Have Learned......Page 348
Index......Page 349




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