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Jonathon Manning - iOS Swift Game Development Cookbook: Simple Solutions for Game Development Problems

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Jonathon Manning iOS Swift Game Development Cookbook: Simple Solutions for Game Development Problems

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Ready to create amazing games for iOS? With Apples Swift programming language, its never been easier. This updated cookbook provides detailed recipes for managing a wide range of common iOS game-development issues, ranging from architecture design to graphics to performanceall revised for the latest version of Swift.You get simple, direct solutions to common problems found in iOS game programming. Need to figure out how to give objects physical motion, or want a refresher on gaming-related math problems? This book provides sample projects and straightforward answers. All you need to get started is some familiarity with iOS development and Swift.Lay out your games structure and organize its contentsBuild your interface and customize menus with UIKitDesign your game to detect and respond to user inputWork with sound effects, music, and speech synthesisStore and access data for later use with iCloudCreate and animate 2D graphics with SpriteKitSimulate physics to make game movements feel realisticCreate and render 3D scenes with SceneKitTest users by designing an AI system that thinks aheadAdd game controllers, external displays, and augmented reality

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iOS Swift Game Development Cookbook

by Jonathon Manning and Paris Buttfield-Addison

Copyright 2018 Secret Lab. All rights reserved.

Printed in the United States of America.

Published by OReilly Media, Inc. , 1005 Gravenstein Highway North, Sebastopol, CA 95472.

OReilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (.

  • Acquisitions Editor: Rachel Roumeliotis
  • Development Editor: Jeff Bleiel
  • Production Editor: Justin Billing
  • Copyeditor: Kim Cofer
  • Proofreader: Christina Edwards
  • Indexer: WordCo Indexing Services, Inc.
  • Interior Designer: David Futato
  • Cover Designer: Karen Montgomery
  • Illustrator: Rebecca Demarest
  • April 2014: First Edition
  • May 2015: Second Edition
  • September 2018: Third Edition
Revision History for the Third Edition
  • 2018-09-27: First Release

See http://oreilly.com/catalog/errata.csp?isbn=9781491999080 for release details.

The OReilly logo is a registered trademark of OReilly Media, Inc. iOS Swift Game Development Cookbook, the cover image, and related trade dress are trademarks of OReilly Media, Inc.

The views expressed in this work are those of the authors, and do not represent the publishers views. While the publisher and the authors have used good faith efforts to ensure that the information and instructions contained in this work are accurate, the publisher and the authors disclaim all responsibility for errors or omissions, including without limitation responsibility for damages resulting from the use of or reliance on this work. Use of the information and instructions contained in this work is at your own risk. If any code samples or other technology this work contains or describes is subject to open source licenses or the intellectual property rights of others, it is your responsibility to ensure that your use thereof complies with such licenses and/or rights.

978-1-491-99908-0

[LSI]

Preface

Games rule mobile devices. The iPhone, iPad, and iPod touch are all phenomenally powerful gaming platforms, and making amazing games that your players can access at a moments notice has never been easier. The iTunes App Store category with the most apps is Games; it includes games ranging from simple one-minute puzzle games to in-depth, long-form adventures. The time to jump in and make your own games has never been better. We say this having been in iOS game development since the App Store opened. Our first iOS game, in 2008, a little strategy puzzler named Culture, led us to working on hundreds of other awesome projects, ranging from a digital board game for museums to educational childrens games, and everything in between! The possibilities for games on this platform are only becoming wider and wider.

This book provides you with simple, direct solutions to common problems found in iOS game programming using Swift. Whether youre stuck figuring out how to give objects physical motion, or just want a refresher on common gaming-related math problems, youll find simple, straightforward answers, explanations, and sample projects. This book is part tutorial and part reference. Its something youll want to keep handy to get new ideas about whats possible through a series of recipes, as well as for a quick guide to find answers on a number of topics.

Audience

We assume that youre a reasonably capable programmer, and that you know at least a little bit about developing for iOS: what Xcode is and how to get around in it, how to use the iOS Simulator, and the basics of the Swift programming language. We also assume you know how to use an iOS device. We dont assume any existing knowledge of game development on any platform, but were guessing that youre reading this book with a vague idea about the kind of game youd like to make.

This book isnt based on any particular genre of gamesyoull find the recipes in it applicable to all kinds of games, though some will suit some genres more than others.

Organization of This Book

Each chapter of this book contains recipes: short solutions to common problems found in game development. The book is designed to be read in any order; you dont need to read it cover-to-cover, and you dont need to read any chapter from start to finish. (Of course, we encourage doing that, because youll probably pick up on stuff you didnt realize you wanted to know.)

Each recipe is structured like this: the problem being addressed is presented, followed by the solution, which explains the technique of solving the problem (or implementing the feature, and so on). Following the solution, the recipe contains a discussion that goes into more detail on the solution, which gives you more information about what the solution does, other things to watch out for, and other useful knowledge.

Here is a concise breakdown of the material each chapter covers:

This chapter discusses different ways to design the architecture and code layout of your game, how to work with timers in a variety of ways, and how blocks work in iOS. Youll also learn how to schedule work to be performed in the future using blocks and operation queues, and how to add unit tests to your project.

This chapter focuses on interface design and working with UIKit, the built-in system for displaying user interface graphics. In addition to providing common objects like buttons and text fields, UIKit can be customized to suit your needsfor some kinds of games, UIKit might be the only graphical tool youll need.

In this chapter, youll learn how to get input from the user so that you can apply it to your game. This includes touching the screen, detecting different types of gestures (such as tapping, swiping, and pinching), as well as other kinds of input like the users current position on the planet, or motion information from the variety of built-in sensors in the device.

This chapter discusses how to work with sound effects and music. Youll learn how to load and play audio files, how to work with the users built-in music library, and how to make your games sound work well when the user wants to listen to his or her music while playing your game.

This chapter is all about storing information for later use. The information that games need to save ranges from the very small (such as high scores), to medium (saved games), all the way up to very large (collections of game assets). In this chapter, youll learn about the many different ways that information can be stored and accessed, and which of these is best suited for what you want to do, as well as how to make use of iCloud features.

This chapter discusses SpriteKit, the 2D graphics system built into iOS. SpriteKit is both powerful and very easy to use; in this chapter, youll learn how to create a scene, how to animate sprites, and how to work with textures and images. This chapter also provides you with info you can use to brush up on your 2D math skills.

In this chapter, youll learn how to use the 2D physics simulation thats provided as part of SpriteKit. Physics simulation is a great way to make your games movements feel more realistic, and you can use it to get a lot of great-feeling game for very little programmer effort. Youll learn how to work with physics bodies, joints, and forces, as well as how to take user input and make it control your games physical simulation.

This chapter covers Scene Kit, Apples new 3D framework. It has recipes for showing 3D objects with Scene Kit; working with cameras, lights, and textures; and using physics in 3D.

This chapter discusses how to make objects in your game behave on their own, and react to the player. Youll learn how to make one object chase another, how to make objects flee from something, and how to work out a path from one point to another while avoiding obstacles. Youll also learn how to use Core ML and Vision to detect objects seen by the camera.

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