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论坛 计量经济学与统计论坛 五区 计量经济学与统计软件 winbugs及其他软件专版
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2015-08-08
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  • 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










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