Download 2D Apple Games By Tutorials Swift 4 and IOS 12 Begin 2D IOS & tvOS Game Development PDF, EPUB file Full source code - Programming Ebook


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Monday, April 17, 2017

Download 2D Apple Games By Tutorials Swift 4 and IOS 12 Begin 2D IOS & tvOS Game Development PDF, EPUB file Full source code

2D Apple Games By Tutorials Swift 4 and IOS 11

2D Apple Games by Tutorials Update for Swift 4 and IOS 11

Book Details 
  • Title:Download 2D Apple Games By Tutorials Swift 4
  • ISBN-10:1942879447
  • Author:Caroline Begbie, Mike Berg, Michael Briscoe, Ali Hafizji, Marin Todorov and Ray Wenderlich
  • Publisher:Razeware LLC
  • Language:English
  • Publish date: 2017
  • Subject:Swift / Computers & Technology / Programming / Apple Programming
  • No. of pages: 722
  • Format:PDF, EPU Full Souce code

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1, IOS 11 by Tutorials Ray Wenderlich
2, Swift Apprentice
3, Ios Apprentice
4, Tvos Apprentice 
5, WatchOs By Tutorials
6, Core Data By Tutorials
7, Ios Animations By Tutorials
8, 2D Apple Games By Tutorials
9, 3D Apple Games By Tutorials
10, Design Patterns by Tutorials

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In this book, you’ll learn how to make 2D games for iOS, macOS, tvOS and even watchOS. You’ll do this using Swift and Apple’s built-in 2D game framework: SpriteKit. However, this raises a number of questions:
  • Why SpriteKit? SpriteKit is Apple’s built-in framework for making 2D games. It’s easy to learn, especially if you already have some Swift or iOS experience.
  • Why iOS? For a game developer, there’s no better platform. The development tools are well-designed and easy to learn. Plus, the App Store makes it incredibly simple to distribute your game to a massive audience — and get paid for it!
  • Why macOS, tvOS and watchOS? One of the great things about SpriteKit is that it works on iOS, macOS, tvOS and watchOS. If you get your game running on iOS, it’s incredibly easy to get it working on the other platforms too.
  • Why Swift? Swift is an easy language to learn, especially if you’re new to programming.
  • Why 2D? As impressive as 3D games may be, 2D games are a lot easier to make. The artwork is far less complicated, and programming is faster and doesn’t require as much math. All of this allows you, as a developer, to focus on creating killer gameplay.

If you’re a beginner, making 2D games is definitely the best way to get started.

If you’re an advanced developer, making a 2D game is still much faster than making a 3D game. Since it’s not necessarily the case that you earn more money with 3D games, why not go for the easier win? Plus, some people prefer 2D games anyway!

So rest easy — with 2D games and SpriteKit, you’re making great choices! 

History of this book 

Three years ago, we wrote a book named iOS Games by Tutorials, covering how to make 2D games with SpriteKit. One year later, we released a second edition fully ported to Swift, as a free update for existing customers. One year after that, we completely revamped it, renamed it and released it as 2D iOS & tvOS Games by Tutorials. This year, we’re doing it again with 2D Apple Games by Tutorials.
At WWDC 2016, Apple announced a lot of cool new features to both SpriteKit and Xcode, including built-in tile map support and the ability to run SpriteKit on watchOS. Yes, you read that correctly!
These changes were so significant that we decided it would be better to completely revamp the book (again!) — we even included new games!

If you already read 2D iOS & tvOS Games by Tutorials and you’re wondering what’s new in this book, here are the highlights:

• Zombie Conga: Chapters 1-6 are mostly the same, with some minor updates to support Swift 3 and iOS 10. We also removed the chapter showing how to port the game to tvOS; that’s because we added a brand new section, “Section V: Other Platforms”, which covers this topic — and more — in greater detail.

• Cat Nap: These chapters also remain the same, with some minor updates to support Swift 3 and iOS 10. Just like we did with Zombie Conga, we removed the chapter showing how to port the game to tvOS.

• Pest Control: First introduced in iOS Games by Tutorials, this new and improved version shows you how to use the new tile maps features in SpriteKit (Chapters 12-13), as well as how to save and load game data (Chapter 14).

• Drop Charge: In these chapters, you’ll review previous material in the book and learn about simple state machines, particle systems and juice, all updated for Swift 3 and iOS 10. Because Apple released so many new features for GameplayKit this year, we decided it would be too much to properly cover in this book. As such, the chapters dealing with GameplayKit have been removed, and will be covered elsewhere, at a later date.

• Zombie Piranhas: These new chapters introduce you to a new game specifically designed to teach you how to work with other Apple platforms like macOS, tvOS and watchOS (Chapters 18-20).

• CircuitRacer: These chapters were also updated for Swift 3 and iOS 10. However, since Apple has abandoned iAd, we removed the chapter which covered that topic.
As you can see, it’s somewhat of a major overhaul. If you read the book before, but want to read it again and have limited time, the best thing to do is focus on the new games, or the chapters that interest you most.

iOS game development: a history

As you’ll see, it’s easy to make games with SpriteKit — but it wasn’t always so. In the early days of iOS, your only option was to make your game with OpenGL ES, which (along with Metal) is the lowest-level graphics API available on the platform. OpenGL ES is notoriously difficult to learn, and it was a big barrier to entry for many beginning game developers.

After a while, third-party developers released some game frameworks on top of OpenGL, the most popular of which was called Cocos2D — in fact, several of us wrote a book on the subject! Many of the games at the top of the App Store charts were made with Cocos2D, and many developers can say that Cocos2D was their entry point into the world of game development.

Cocos2D was a great framework, but it wasn’t written or supported by Apple. Because of this, there were often problems when new versions of iOS were released, or with integrating other Apple APIs into the system.

To resolve this, with iOS 7 Apple released a new framework for making 2D games: SpriteKit. Its API is very similar to Cocos2D, with similar types for the sprites, actions and scenes that Cocos2D developers know and love, so fans of the older framework will have no trouble getting up to speed. SpriteKit also has a few extra bells and whistles, like support for playing videos, making shapes and applying special image effects.

The SpriteKit API is well-designed and easy to use, especially for beginners. Best of all, you can use it knowing that it’s fully supported by Apple and heavily optimized to make 2D games on iOS — and now with support for macOS, tvOS and watchOS, it makes it the clear choice for Apple 2D game development.

From here on out, if you want to make a 2D game on iOS, macOS, tvOS and watchOS, we definitely recommend using SpriteKit rather than other game frameworks. There’s one big exception: if you want to make a cross platform game (i.e. for Android, Windows, etc). SpriteKit is an Apple-only API so it will be more challenging to port your game from SpriteKit to other platforms than using other options such as Unity. If you’re interested in learning Unity, please check out our newly released book, Unity Games by Tutorials

What’s ahead: an overview

2D Apple Games by Tutorials is split into six sections, moving from beginning to advanced topics. In each section, you’ll create a complete mini-game, from scratch! The book also includes a bonus chapter at the end that we think you’ll enjoy.

Take a look at what’s ahead! 

Section I: Getting started

This section covers the basics of making 2D games with SpriteKit. These are the most important techniques, the ones you’ll use in almost every game you make. By the time you reach the end of this section, you’ll be ready to make your own simple game. 

Game named Zombie Conga 

Throughout this section, you’ll create an action game named Zombie Conga, where you take the role of a happy-go-lucky zombie who just wants to party!
There are six chapters in this section; they are:
  1. Chapter 1, Sprites: Get started by adding your first sprites to the game: the background and the zombie.
  2. Chapter 2, Manual Movement: You’ll make the zombie follow your touches around the screen and get a crash-course in basic 2D vector math.
  3. Chapter 3, Actions: You’ll add cats and crazy cat ladies to the game, as well as basic collision detection and gameplay.
  4. Chapter 4, Scenes: You’ll add a main menu to the game, as well as win and lose scenes.
  5. Chapter 5, Camera: You’ll make the game scroll from left to right, and finally, add the conga line itself.
  6. Chapter 6, Labels: You’ll add a label to show the zombie’s lives and the number of cats in his conga line.
Section II: Physics and nodes

In this section, you’ll learn how to use the built-in 2D physics engine included with SpriteKit. You’ll also learn how to use special types of nodes that allow you to play videos and create shapes in your game. 

Cat Nap

In the process, you’ll create a physics puzzle game named Cat Nap, where you take the role of a cat who has had a long day and just wants to go to bed.
There are five chapters in this section; they are:
  1. Chapter 7, Scene Editor: You’ll begin by creating the first level of the game. By the end, you’ll have a better understanding of Xcode’s level designer, better known as the scene editor.
  2. Chapter 8, Beginning Physics: In this chapter, you’re going to take a little detour in order to learn the basics of creating physics simulations for your games. As a bonus, you’ll learn how to prototype games inside an Xcode playground.
  3. Chapter 9, Intermediate Physics: You’ll learn about physics-based collision detection and create custom classes for your SpriteKit nodes.
  4. Chapter 10, Advanced Physics: You’ll add two more levels to the game as you learn about interactive bodies, joints between bodies, composed bodies and more.
  5.  Chapter 11, Crop, Video and Shape Nodes: You’ll add special new blocks to 
Cat Nap while learning about additional types of nodes that allow you to do
amazing things, like play videos, crop images and create dynamic shapes. 

Section III: Tile Maps

In this section, you’ll learn about tile maps in SpriteKit and how to save and load game data. 

Pest Control 

In the process, you’ll create a game named Pest Control, where you take control of a vigorous, impossibly ripped he-man named Arnie. Your job is to lead Arnie to bug- fighting victory by squishing all those pesky bugs.

There are three chapters in this section; they are:

12. Chapter 12, Beginning Tile Maps: You’ll learn the basics about tile maps in SpriteKit by creating a tile set and a background tile map.
13. Chapter 13, Intermediate Tile Maps: You’ll take things a step further by learning how to access tile maps in code and how to create a tile map with randomly placed tiles.
14. Chapter 14, Saving and Loading Games: You’ll finish up by adding a winning end state and a heads-up display. You’ll also learn how to automatically save the game when you leave it and then reload it from where you left off. 

Section IV: Juice

In this section, you’ll learn how to take a good game and make it great by adding a ton of special effects and excitement — also known as “juice.” 
Drop Charge

In the process, you’ll create a game named Drop Charge, where you’re a space hero with a mission to blow up an alien space ship — and escape with your life before it explodes. To do this, you must jump from platform to platform, collecting special boosts along the way. Just be careful not to fall into the red hot lava!
There are three chapters in this section; they are:

15. Chapter 15, Making Drop Charge: You’ll put together the basic gameplay using the scene editor and code, flexing the SpriteKit muscles you’ve developed working through previous chapters.
16. Chapter 16, Particle Systems: You’ll learn how to use particle systems to create amazing special effects.
17. Chapter 17, Juice Up Your Game: You’ll trick out your game with music, sound, animation, more particles and other special effects, experiencing for yourself the benefits of mastering the details.

Section V: Other Platforms

In this section, you’ll learn how to leverage your iOS knowledge to build games for the other Apple Platforms: macOS, tvOS and watchOS. 

Game named Zombie Piranhas

 In the process, you’ll create a game named Zombie Piranhas. In this game, your goal is to catch as many fish as possible without hooking a zombie — because we all know what happens when zombies are around.

There are three chapters in this section; they are:

18. Chapter 18, macOS Games: You’ll take a complete iOS game and add a target for macOS. Along the way, you’ll learn some of the differences between the platforms, such as windows and mouse and keyboard events.
19. Chapter 19, tvOS Games: Building from Chapter 18, you’ll add another target for tvOS. You’ll learn concepts such as Focus and parallax icons, Top Shelf and working with the Apple TV Remote.
20. Chapter 20, watchOS Games: Lastly, you’ll add a target for watchOS, and you’ll learn about gestures, the Digital Crown and Haptic Feedback. You’ll also discover some of the design considerations when working with a small device.

Section VI: Advanced Topics 

In this section, you’ll learn some APIs other than SpriteKit that are good to know when making games for the Apple platforms. In particular, you’ll learn how to add Game Center leaderboards and achievements into your game. You’ll also learn how to use the ReplayKit API. 

Game named Circuit

In the process, you’ll integrate these APIs into a top-down racing game named Circuit Racer, where you take the role of an elite race car driver out to set a world record — which wouldn’t be a problem if all this debris wasn’t on the track!

21. Chapter 21, Game Center Achievements: Enable Game Center for your game and award the user achievements for accomplishing certain feats.
22. Chapter 22, Game Center Leaderboards: Set up various leaderboards for your game and track and report the player’s scores.
23. Chapter 27, ReplayKit: You’ll learn how to allow players to record and share videos of their games with ReplayKit. 

Section VI: Bonus chapter

And that’s not all — on top of the above, we included a bonus chapter about making your own game art: 

Making Art for Programmers

29. Chapter 29, Making Art for Programmers: If you liked the art in these mini- games and want to learn how to either hire an artist or make some art of your own, look no further than this chapter! This chapter guides you through drawing a cute cat in the style of this book with Illustrator.

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1 comment:

  1. Is book 2D Apple Games By Tutorials Begin 2D IOS & tvOS is last version ?