{"product_id":"9781484206508","title":"Swift Game Programming for Absolute Beginners","description":"\u003cp\u003e    \u003c\/p\u003e\u003cp\u003e\u003cem\u003eSwift Game Programming for Absolute Beginners\u003c\/em\u003e teaches Apple’s 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! \u003c\/p\u003e\u003cp\u003eThe four games you’ll develop while reading this book are:\u003c\/p\u003e\u003cul\u003e\n\u003cli\u003ePainter\u003c\/li\u003e\n\u003cli\u003eTut’s Tomb\u003c\/li\u003e\n\u003cli\u003ePenguin Pairs\u003c\/li\u003e\n\u003cli\u003eTick Tick\u003c\/li\u003e\n\u003c\/ul\u003e\u003cp\u003eThese 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. You’ll get professionally drawn sprites and imagery that’ll have you proud to show your learning to friends and family.\u003c\/p\u003e\u003cp\u003eThe approach in \u003cem\u003eSwift Game Programming for Absolute Beginners\u003c\/em\u003e follows the structure of a game rather than the syntax of a language. You’ll 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 you’ll learn the language, but always in the context of fun and games. \u003c\/p\u003e\u003cp\u003eSwift is Apple’s new programming language introduced in 2014 to replace Objective-C as \u003cem\u003ethe \u003c\/em\u003emain programming language for iOS devices and Mac OS X. Swift is a \u003cem\u003emust learn\u003c\/em\u003e language for anyone targeting Apple devices, and \u003cem\u003eSwift Game Programming for Absolute Beginners\u003c\/em\u003e provides the most fun you’ll ever have in stepping over the threshold toward eventual mastery of the language.\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e         What youll learn\u003cul\u003e\n\u003cli\u003eWrite applications in possibly the most important new language of the decade\u003c\/li\u003e\n\u003cli\u003eCreate games to run on Apple devices such as phones and tablets, and desktops too\u003c\/li\u003e\n\u003cli\u003eCreate and manage game worlds having multiple levels through which players progress\u003c\/li\u003e\n\u003cli\u003eReact to player input whether from mouse, keyboard, or touch\u003c\/li\u003e\n\u003cli\u003eAchieve realistic movement of game objects through applied physics\u003c\/li\u003e\n\u003cli\u003ePrepare your games properly for commercial deployment\u003c\/li\u003e\n\u003c\/ul\u003eWho this book is for      \u003cp\u003e     \u003cem\u003eSwift Game Programming for Absolute Beginners \u003c\/em\u003eis for programmers and technology enthusiasts wanting to learn to program and develop applications for Apple devices such as phones and tablets. The book is also for anyone wanting to learn to program in Apple's new language named Swift. No prior knowledge of Swift is assumed. \u003cem\u003eSwift Game Programming for Absolute Beginners \u003c\/em\u003eteaches the Swift language from scratch in the context of creating a series of fun and colorful games that you'll be proud to develop and show to your friends, neighbors, and colleagues.      \u003c\/p\u003e     Table of Contents\u003cp\u003e\u003cstrong\u003ePart I: Getting Started\u003c\/strong\u003e\u003c\/p\u003e\u003cp\u003e1. The Swift Language\u003c\/p\u003e\u003cp\u003e2. Game Programming Basics\u003c\/p\u003e\u003cp\u003e3. Creating a Game World\u003c\/p\u003e\u003cp\u003e4. Game Assets \u003c\/p\u003e\u003cp\u003e\u003cstrong\u003ePart II: Painter\u003c\/strong\u003e\u003c\/p\u003e\u003cp\u003e5. Knowing What the Player is Doing\u003c\/p\u003e\u003cp\u003e6. Reacting to Player Input\u003c\/p\u003e\u003cp\u003e7. Basic Game Objects\u003c\/p\u003e\u003cp\u003e8. Game Object Types\u003c\/p\u003e\u003cp\u003e9. Colors and Collisions\u003c\/p\u003e\u003cp\u003e10. Limited Lives\u003c\/p\u003e\u003cp\u003e11. Organizing Game Objects\u003c\/p\u003e\u003cp\u003e12. Finishing the Painter Game\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003ePart III: Galactic Waste\u003c\/strong\u003e\u003c\/p\u003e\u003cp\u003e13. Adapting to Different Devices\u003c\/p\u003e\u003cp\u003e14. Game Object Hierarchies\u003c\/p\u003e\u003cp\u003e15. Game Physics\u003c\/p\u003e\u003cp\u003e16. Game Object Interaction\u003c\/p\u003e\u003cp\u003e17. Finishing the Galactic Waste Game\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003ePart IV: Penguin Pairs\u003c\/strong\u003e\u003c\/p\u003e\u003cp\u003e18. Sprite Sheets\u003c\/p\u003e\u003cp\u003e19. Storing and Recalling Game Data\u003c\/p\u003e\u003cp\u003e20. Pairing the Penguins\u003c\/p\u003e\u003cp\u003e21. Finishing the Penguin Pairs Game\u003c\/p\u003e\u003cp\u003e22. The Main Game Structure\u003c\/p\u003e\u003cp\u003e23. Animation\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003ePart V: Tick Tick\u003c\/strong\u003e\u003c\/p\u003e\u003cp\u003e24. Platform Game Physics\u003c\/p\u003e\u003cp\u003e25. Intelligent Enemies\u003c\/p\u003e\u003cp\u003e26. Adding Player Interaction\u003c\/p\u003e\u003cp\u003e27. Finishing the Tick Tick Game\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e","brand":"Apress","offers":[{"title":"Default Title","offer_id":47170740453616,"sku":"9781484206508","price":35.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0737\/7593\/9824\/files\/9781484206508_p0.jpg?v=1763631979","url":"https:\/\/shop-qa.barnesandnoble.com\/products\/9781484206508","provider":"Barnes \u0026 Noble (DEV)","version":"1.0","type":"link"}