Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
iOS Game Development By Example

You're reading from   iOS Game Development By Example Learn how to develop an ace game for your iOS device, using Sprite Kit

Arrow left icon
Product type Paperback
Published in Aug 2015
Publisher Packt
ISBN-13 9781785284694
Length 220 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Samanyu Chopra Samanyu Chopra
Author Profile Icon Samanyu Chopra
Samanyu Chopra
Arrow right icon
View More author details
Toc

Table of Contents (12) Chapters Close

Preface 1. An Introduction to Sprite Kit FREE CHAPTER 2. Scenes in Sprite Kit 3. Sprites 4. Nodes in Sprite Kit 5. Physics in Sprite Kit 6. Animating Sprites, Controls, and SceneKit 7. Particle Effects and Shaders 8. Handling Multiple Scenes and Levels 9. Performance Enhancement and Extras 10. Revisiting Our Game and More on iOS 9 Index

What this book covers

Chapter 1, An Introduction to Sprite Kit, introduces you to the Sprite Kit game engine, along with its various elements and features. It also helps in setting up a new Xcode project for developing a Sprite Kit game.

Chapter 2, Scenes in Sprite Kit, explains an important topic in Sprite Kit, that is, scenes. Along with this, there is a brief about the node tree drawing order.

Chapter 3, Sprites, explains sprites and their properties. It also applies some of the properties in the example game.

Chapter 4, Nodes in Sprite Kit, discusses about nodes and its subclasses in detail. It also explains the implementation of various node subclasses in the example game.

Chapter 5, Physics in Sprite Kit, talks about physics simulation in a Sprite Kit game. It explains the types of physics bodies. Physics capabilities are applied to the example game in this chapter.

Chapter 6, Animating Sprites, Controls, and SceneKit, covers animating nodes and adding controls to a Sprite Kit game. These features are added in the example game. It also talks about SceneKit.

Chapter 7, Particle Effects and Shaders, discusses about particle effects and shaders, along with their implementation in the example game.

Chapter 8, Handling Multiple Scenes and Levels, helps us understand the need for different levels in a game. This chapter also explains how to create multiple scenes.

Chapter 9, Performance Enhancement and Extras, discusses in detail how to improve the performance of a Sprite Kit game, along with performance measuring using instruments. It also explains the scoring system, sound, and player running animation in the example game.

Chapter 10, Revisiting Our Game and More on iOS 9, discusses the various steps involved in the development of a game, and introduces readers to the Game Center and discusses new features that will be introduced in iOS 9.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image