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008 210123 ||| eng
020 |a 1484206517 
020 |a 1484206509 
020 |a 9781484206508 
050 4 |a QA76.73.S95 
100 1 |a Egges, Arjan 
245 0 0 |a Swift game programming for absolute beginners  |c Arjan Egges 
260 |a [Berkeley, CA]  |b Apress  |c 2015 
300 |a 1 online resource 
505 0 |a The Structure of a Program Types of Applications; Functions ; Syntax Diagrams; Calling a Function ; Program Layout; Comments ; Instructions vs. Lines ; Whitespace and Indentation ; What You Have Learned; 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 ; What You Have Learned; Chapter 4: Game Assets; Locating Sprites 
505 0 |a Writing a Class with Multiple Instances Dealing with Randomness in Games; Calculating a Random Velocity and Color; Updating the Paint Can; What You Have Learned; 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; What You Have Learned; Chapter 9: Limited Lives; Maintaining the Number of Lives; Indicating the Number of Lives to the Player; Executing Instructions Multiple Times 
505 0 |a Loading and Drawing Sprites Resolutions and Aspect Ratios; Moving Sprites; Loading and Drawing Multiple Sprites; Configuring the Device Orientation; Music and Sounds ; What You Have Learned; 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; A Few Final Remarks; What You Have Learned; Chapter 6: A Flying Ball; Methods 
505 0 |a At a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Part I: Getting Started; 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; What You Have Learned; Chapter 2: Game Programming Basics; Building Blocks of a Game; The Game World; The Game Loop; The Game Loop in Swift 
505 0 |a 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; What You Have Learned; 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 
653 |a Programming languages (Electronic computers) / fast 
653 |a Programming languages (Electronic computers) / http://id.loc.gov/authorities/subjects/sh85107313 
653 |a Jeux vidéo / Programmation 
653 |a COMPUTERS / Programming Languages / General / bisacsh 
653 |a computerwetenschappen 
653 |a Video games / Programming / fast 
653 |a Application software / Development / http://id.loc.gov/authorities/subjects/sh95009362 
653 |a Informatie- en communicatietechnologie (algemeen) 
653 |a Information and Communication Technology (General) 
653 |a Logiciels d'application / Développement 
653 |a Games development & programming / bicssc 
653 |a Programming & scripting languages: general / bicssc 
653 |a Application software / Development / fast 
653 |a programming languages 
653 |a programmeertalen 
653 |a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476 
653 |a computer sciences 
041 0 7 |a eng  |2 ISO 639-2 
989 |b OREILLY  |a O'Reilly 
500 |a Includes index 
028 5 0 |a 10.1007/978-1-4842-0650-8 
015 |a GBB8O2021 
776 |z 9781484206508 
776 |z 1484206509 
776 |z 9781484206515 
776 |z 1484206517 
776 |z 9781484206515 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781484206508/?ar  |x Verlag  |3 Volltext 
082 0 |a 384 
082 0 |a 005.756 
082 0 |a 500 
520 |a Swift Game Programming for Absolute Beginners teaches Apples 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 youll develop while reading this book are: Painter Tuts Tomb Penguin Pairs Tick Tick These 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. Youll get professionally drawn sprites and imagery thatll 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. Youll 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 youll learn the language, but always in the context of fun and games. Swift is Apples 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 youll ever have in stepping over the threshold toward eventual mastery of the language