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iOS Swift Game Development Cookbook(第2版)
楼主
mipbuilder
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2015-08-08
页数:
406 页
出版商:
O'Reilly Media; 第2版 (2015-5-31)
语言:
English
ISBN-10:
1491920807
ISBN-13:
978-1491920800
目录
:
Chapter 1Laying Out a Game
Laying Out Your Engine
Creating an Inheritance-Based Game Layout
Creating a Component-Based Game Layout
Calculating Delta Times
Detecting When the User Enters and Exits Your Game
Updating Based on a Timer
Updating Based on When the Screen Updates
Pausing a Game
Calculating Time Elapsed Since the Game Start
Working with Closures
Writing a Method That Calls a Closure
Working with Operation Queues
Performing a Task in the Future
Making Operations Depend on Each Other
Filtering an Array with Closures
Loading New Assets During Gameplay
Adding Unit Tests to Your Game
2D Grids
Chapter 2Views and Menus
Working with Storyboards
Creating View Controllers
Using Segues to Move Between Screens
Using Constraints to Lay Out Views
Adding Images to Your Project
Slicing Images for Use in Buttons
Using UI Dynamics to Make Animated Views
Moving an Image with Core Animation
Rotating an Image
Animating a Popping Effect on a View
Theming UI Elements with UIAppearance
Rotating a UIView in 3D
Overlaying Menus on Top of Game Content
Designing Effective Game Menus
Chapter 3Input
Detecting When a View Is Touched
Responding to Tap Gestures
Dragging an Image Around the Screen
Detecting Rotation Gestures
Detecting Pinching Gestures
Creating Custom Gestures
Receiving Touches in Custom Areas of a View
Detecting Shakes
Detecting Device Tilt
Getting the Compass Heading
Accessing the User’s Location
Calculating the User’s Speed
Pinpointing the User’s Proximity to Landmarks
Receiving Notifications When the User Changes Location
Looking Up GPS Coordinates for a Street Address
Looking Up Street Addresses from the User’s Location
Using the Device as a Steering Wheel
Detecting Magnets
Utilizing Inputs to Improve Game Design
Chapter 4Sound
Playing Sound with AVAudioPlayer
Recording Sound with AVAudioRecorder
Working with Multiple Audio Players
Cross-Fading Between Tracks
Synthesizing Speech
Getting Information About What the Music App Is Playing
Detecting When the Currently Playing Track Changes
Controlling Music Playback
Allowing the User to Select Music
Cooperating with Other Applications’ Audio
Determining How to Best Use Sound in Your Game Design
Chapter 5Data Storage
Saving the State of Your Game
Storing High Scores Locally
Using iCloud to Save Games
Using the iCloud Key-Value Store
Loading Structured Information
Deciding When to Use Files or a Database
Managing a Collection of Assets
Storing Information in NSUserDefaults
Implementing the Best Data Storage Strategy
In-Game Currency
Chapter 62D Graphics and Sprite Kit
Getting Familiar with 2D Math
Creating a Sprite Kit View
Creating a Scene
Adding a Sprite
Adding a Text Sprite
Determining Available Fonts
Including Custom Fonts
Transitioning Between Scenes
Moving Sprites and Labels Around
Adding a Texture Sprite
Creating Texture Atlases
Using Shape Nodes
Using Blending Modes
Using Image Effects to Change the Way That Sprites Are Drawn
Using Bézier Paths
Creating Smoke, Fire, and Other Particle Effects
Shaking the Screen
Animating a Sprite
Parallax Scrolling
Creating Images Using Noise
Chapter 7Physics
Reviewing Physics Terms and Definitions
Adding Physics to Sprites
Creating Static and Dynamic Objects
Defining Collider Shapes
Setting Velocities
Working with Mass, Size, and Density
Creating Walls in Your Scene
Controlling Gravity
Keeping Objects from Falling Over
Controlling Time in Your Physics Simulation
Detecting Collisions
Finding Objects
Working with Joints
Working with Forces
Adding Thrusters to Objects
Creating Explosions
Using Device Orientation to Control Gravity
Dragging Objects Around
Creating a Car
Chapter 83D Graphics
Working with 3D Math
Creating a GLKit Context
Drawing a Square Using OpenGL
Loading a Texture
Drawing a Cube
Rotating a Cube
Moving the Camera in 3D Space
Chapter 9Intermediate 3D Graphics
Loading a Mesh
Parenting Objects
Animating a Mesh
Batching Draw Calls
Creating a Movable Camera Object
Chapter 10Advanced 3D Graphics
Understanding Shaders
Working with Materials
Texturing with Shaders
Lighting a Scene
Using Normal Mapping
Making Objects Transparent
Adding Specular Highlights
Adding Toon Shading
Chapter 11Scene Kit
Setting Up for Scene Kit
Creating a Scene Kit Scene
Showing a 3D Object
Working with Scene Kit Cameras
Creating Lights
Animating Objects
Working with Text Nodes
Customizing Materials
Texturing Objects
Normal Mapping
Constraining Objects
Loading COLLADA Files
Using 3D Physics
Adding Reflections
Hit-Testing the Scene
Chapter 12Artificial Intelligence and Behavior
Making Vector Math Nicer in Swift
Making an Object Move Toward a Position
Making Things Follow a Path
Making an Object Intercept a Moving Target
Making an Object Flee When It’s in Trouble
Making an Object Decide on a Target
Making an Object Steer Toward a Point
Making an Object Know Where to Take Cover
Calculating a Path for an Object to Take
Finding the Next Best Move for a Puzzle Game
Determining If an Object Can See Another Object
Using AI to Enhance Your Game Design
Chapter 13Networking and Social Media
Using Game Center
Getting Information About the Logged-in Player
Getting Information About Other Players
Making Leaderboards and Challenges with Game Center
Finding People to Play with Using Game Center
Creating, Destroying, and Synchronizing Objects on the Network
Interpolating Object State
Handling When a Player Disconnects and Rejoins
Making Turn-Based Gameplay Work with Game Kit
Sharing Text and Images to Social Media Sites
Storing Saved Games in Game Center
Implementing iOS Networking Effectively
Implementing Social Networks Effectively
Chapter 14Game Controllers and External Screens
Detecting Controllers
Getting Input from a Game Controller
Showing Content via AirPlay
Using External Screens
Designing Effective Graphics for Different Screens
Dragging and Dropping
Chapter 15Performance and Debugging
Improving Your Frame Rate
Making Levels Load Quickly
Dealing with Low-Memory Issues
Tracking Down a Crash
Working with Compressed Textures
Working with Watchpoints
Logging Effectively
Creating Breakpoints That Use Speech
OReilly.iOS.Swift.Game.Development.Cookbook.2nd.Edition.1491920807.pdf
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