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Beginning Swift Games Development for iOS(2nd) 无水印pdf
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Beginning
Swift Games
Development for iOS
Develop 2D and 3D games Using Apple’s
SceneKit and SpriteKit
—
Second Edition
—
James Goodwill
Wesley Matlock
Beginning Swift Games
Development for iOS
Develop 2D and 3D games Using Apple’s
SceneKit and SpriteKit
Second Edition
James Goodwill
Wesley Matlock
Beginning Swift Games Development for iOS: Develop 2D and 3D games Using Apple’s SceneKit and SpriteKit
James Goodwill Wesley Matlock
Highlands Ranch, Colorado, USA Kansas City, Missouri, USA
ISBN-13 (pbk): 978-1-4842-2309-3 ISBN-13 (electronic): 978-1-4842-2310-9
DOI 10.1007/978-1-4842-2310-9
Library of Congress Control Number: 2017942793
Copyright © 2017 by James Goodwill and Wesley Matlock
This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the
material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation,
broadcasting, reproduction on microfilms or in any other physical way, and transmission or information
storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now
known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with
reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed
on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or
parts thereof is permitted only under the provisions of the Copyright Law of the Publisher’s location, in its
current version, and permission for use must always be obtained from Springer. Permissions for use may be
obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under
the respective Copyright Law.
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol
with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only
in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the
trademark.
The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are
not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to
proprietary rights.
While the advice and information in this book are believed to be true and accurate at the date of publication,
neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or
omissions that may be made. The publisher makes no warranty, express or implied, with respect to the
material contained herein.
Managing Director: Welmoed Spahr
Editorial Director: Todd Green
Acquisitions Editor: Aaron Black
Development Editor: James Markham
Technical Reviewer: Bruce Wade
Coordinating Editor: Jessica Vakili
Distributed to the book trade worldwide by Springer Science+Business Media New York,
233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail
orders-ny@springer-sbm.com, or visit www.springeronline.com. Apress Media, LLC is a California LLC
and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc).
SSBM Finance Inc is a Delaware corporation.
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Any source code or other supplementary material referenced by the author in this text is available to readers
at www.apress.com/978-1-4842-2309-3. For detailed information about how to locate your book’s source
code, go to www.apress.com/source-code/.
Printed on acid-free paper
To Christy Goodwill,
my awesome wife, you have supported me all of these years.
I could not have done a fraction of what I have without you. I love you.
Wesley Matlock - for Amy
v
Contents at a Glance
About the Authors �������������������������������������������������������������������������������������������������� xiii
About the Technical Reviewer ���������������������������������������������������������������������������������xv
Acknowledgments �������������������������������������������������������������������������������������������������xvii
Introduction ������������������������������������������������������������������������������������������������������������xix
■Part I: Introduction to Spritekit ���������������������������������������������������������� 1
■Chapter 1: Setting Up Your Game Scene and Adding Your First Sprites ���������������� 3
■Chapter 2: SpriteKit Scenes and SKNode Positioning ������������������������������������������ 19
■Chapter 3: Adding Physics and Collision Detection to Your Game ���������������������� 33
■Chapter 4: Adding Scene Scrolling and Game Control ����������������������������������������� 45
■Chapter 5: Adding Actions and Animations ��������������������������������������������������������� 55
■Chapter 6: Adding Particle Effects to Your Game with Emitter Nodes ����������������� 71
■Chapter 7: Adding Points and Sound ������������������������������������������������������������������� 87
■Chapter 8: Transitioning Between Scenes ��������������������������������������������������������� 103
■Chapter 9: SpriteKit Best Practices ������������������������������������������������������������������� 115
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- qq_252006052017-10-03非扫描版,很清楚,谢谢。
yinkaisheng-nj
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