Swift Game Programming for Absolute Beginners 1st Edition by Arjan Egges – Ebook PDF Instant Download/Delivery: 1484206509, 9781484206508
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Product details:
ISBN 10: 1484206509
ISBN 13: 9781484206508
Author: Arjan Egges
“Concepts of game programming are explained well, and no prior knowledge of Swift language programming is required. … The images and audio provided are professional and clean.” William Fahle, Computing Review, May 31, 2016 Swift Game Programming for Absolute Beginners teaches Apple’s Swift language in the context of four, fun and colorful games. Learn the Swift 2.0 language, and learn to create game apps for iOS at the same time – a double win! The four games you’ll develop while reading this book are: Painter Tut’s Tomb Penguin Pairs Tick TickThese four games are casual, arcade-style games representing the aim-and-shoot, casual, puzzle, and platform styles of game play. Professionally developed game assets form part of the book download. You’ll get professionally drawn sprites and imagery that’ll have you proud to show your learning to friends and family. The approach in Swift Game Programming for Absolute Beginners follows the structure of a game rather than the syntax of a language. You’ll learn to create game worlds, manage game objects and game states, define levels for players to pass through, implement animations based upon realistic physics, and much more. Along the way you’ll learn the language, but always in the context of fun and games. Swift is Apple’s new programming language introduced in 2014 to replace Objective-C as the main programming language for iOS devices and Mac OS X. Swift is a must learn language for anyone targeting Apple devices, and Swift Game Programming for Absolute Beginners provides the most fun you’ll ever have in stepping over the threshold toward eventual mastery of the language.
Swift Game Programming for Absolute Beginners 1st Table of contents:
Part I: Getting Acquainted
- Chapter 1: The Swift Language
- Computers and Programs
- Processors and Memory
- Programs
- Programming Languages
- Programming Games
- Developing Games
- Small Scale: Edit-Compile-Run
- Large Scale: Design-Specify-Implement
- Building Your First Swift Program
- Building Your First Swift Game
- A Few Observations
- Chapter 2: Game Programming Basics
- Building Blocks of a Game
- The Game World
- The Game Loop
- The Game Loop in Swift
- The Structure of a Program
- Types of Applications
- Functions
- Syntax Diagrams
- Calling a Function
- Program Layout
- Comments
- Instructions vs. Lines
- Whitespace and Indentation
- Chapter 3: Creating a Game World
- Basic Types and Variables
- Types
- Declaration and Assignment of Variables
- Instructions and Expressions
- Operators and More Complex Expressions
- Arithmetic Operators
- Priority of Operators
- Other Numeric Types
- The DiscoWorld Game
- Scope of Variables
- Chapter 4: Game Assets
- Locating Sprites
- Loading and Drawing Sprites
- Resolutions and Aspect Ratios
- Moving Sprites
- Loading and Drawing Multiple Sprites
- Configuring the Device Orientation
- Music and Sounds
Part II: Painter
- Chapter 5: Reacting to Player Input
- Dealing With Touch Input
- Using the Touch Location to Change the Game World
- Conditional Execution Based on Touch
- Testing for Alternatives
- Comparison Operators
- Logic Operators
- The Boolean Type
- Changing the Color of the Cannon
- Chapter 6: A Flying Ball
- Methods
- Parameter Names and Labels
- Default Parameter Values
- Reorganizing Instructions into Methods
- Moving Between Local and World Coordinates
- Adding a Ball to the Game World
- Shooting the Ball
- Updating the Ball Position
- Fixed Timestep vs. Variable Timestep
- Updating the Ball Color
- Chapter 7: Game Object Types
- Creating Multiple Objects of the Same Type
- Classes as Types
- Input Handling in a Separate Class
- Initializing Objects
- The Self Keyword
- Accessing Other Objects Using Static Variables
- The Double Role of Classes
- Writing a Class with Multiple Instances
- Dealing with Randomness in Games
- Calculating a Random Velocity and Color
- Updating the Paint Can
- Chapter 8: Colors and Collisions
- A Different Way to Represent Colors
- Controlled Data Access for Objects
- Adding a Computed Property to a Class
- Handling Collisions Between the Ball and the Cans
- Values and References
- Structs
- Chapter 9: Limited Lives
- Maintaining the Number of Lives
- Indicating the Number of Lives to the Player
- Executing Instructions Multiple Times
- A Shorter Notation for Incrementing Counters
- A More Compact Looping Syntax
- A Few Special Cases
- No Repeat at All
- Infinite Repeat
- Nested Repeats
- Restarting the Game
- Chapter 10: Organizing Game Objects
- Similarities Between Game Objects
- Inheritance
- Game Objects and Inheritance
- Cannon as a Subclass of ThreeColorGameObject
- The Ball Class
- The PaintCan Class
- Polymorphism
- Inheriting from Existing Classes
- Hierarchies of Classes
- Chapter 11: Finishing the Painter Game
- Adding Motion Effects
- Adding Sounds and Music
- Maintaining a Score
- Characters and Strings
- Special Characters
- Adding App Icons
Part III: Tut’s Tomb
- Chapter 12: More Complex Input Handling
- Creating a Touch Object
- Arrays
- Dictionaries
- Optionals
- Storing Multiple Touches
- Making Dealing with Touch Input Easier
- Linking Touch Events to the Input Helper Class
- Dragging Sprites
- Chapter 13: More Complex Game Objects
- A Basic Class for Game Objects
- Game Object Subclasses
- Adding Physics to Game Objects
- Interaction
- Chapter 14: Game Object Behavior
- Actions
- Using Actions to Drop Treasures
- Special Types of Treasure
- Turning Treasures Into Rocks
- Handling Physics Contacts
- Chapter 15: Creating an Interface
- Better Layer Handling
- Adding a Title Screen
- Adding a Button to Show a Help Frame
- Overlays
- Chapter 16: Finishing Tut’s Tomb
- Adding a Score
- Controlling Access
- Using a Custom Font
- Adding Glitter
- Adding Music and Sound Effects
Part IV: Penguin Pairs
- Chapter 17: Layout of Game Objects
- Game Objects in a Grid Layout
- Class Extensions
- Adding an On/off Button
- Calculating World Positions of Game Objects
- Completing the Slider Class
- Chapter 18: Game State Management
- Basics of Managing Game States
- The Game State Manager
- Assigning Names to Nodes
- Adding States and Switching Between Them
- Chapter 19: Penguin Game Objects
- Defining Operators
- Selecting Penguins
- Updating Animals
- Meeting Other Game Objects
- Maintaining the Number of Pairs
- Chapter 20: Finishing Penguin Pairs
- Saving and Loading Game Data
- Adding Game Center
- Adding a Game Timer
- Adding Menus
Part V: Tick Tick
- Chapter 21: A Platformer Game
- The Rocket
- Creating and Resetting the Rocket
- Programming the Rocket Behavior
- Chapter 22: Enemies
- A Patrolling Enemy
- The Basic PatrollingEnemy Class
- Different Types of Enemies
- Loading the Different Types of Enemies
- Chapter 23: Levels
- Loading Levels from Files
- Creating a Level Editor
- Adding Tiles to a Level
- Chapter 24: Finishing Tick Tick
- Adding Collectibles
- Implementing Game Over
- Optimizing Performance
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Tags: Arjan Egges, Swift, Programming