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عنوان : كتاب Swift Game Programming for Absolute Beginners

1394/10/03 - 02:38:43
برنامه نویسی بازی سویفت برای مبتدیان مطلق lمي باشد و به آنها توسط زبان سویفت اپل در زمینه چهار، ساخت نرم افزارهاي سرگرم کننده و بازی های رنگارنگ را مي آموزد. یادگیری سریع زبان 2.0، و یادگیری به ایجاد برنامه های بازی برای سیستم عامل iOS در همان زمان را آموزش مي دهد.


دانلود كتاب Swift Game Programming for Absolute Beginners

 

آموزش برنامه نويسي اندرويد 2 داتيس

آموزش برنامه نويسي اندرويد داتيس

Book Description:

Swift, the new programming language that replaces Objective C, was announced by Apple
on June 2, 2014. Since then, there have been many updates to the language. At the time
of writing of this book, we are at version 2. Swift is a very well-structured programming
language that takes many features from existing modern languages such as C#, Haskell,
and Python, and it introduces a few new features itself.
If you want to develop for the iOS, watchOS, or OS X platforms, you must learn Swift. This
book teaches you the Swift language in depth; at the same time, you'll learn how to develop
games for the iOS platform. Because this book was written with game development as its
context, you will learn that many of the new features are very useful for designing game
software. The book builds on the SpriteKit framework and shows you how to develop apps
that are ready to be put in the App Store and to be played by everyone (and hopefully will
make you a lot of money in the process)!
While reading this book, you will develop four games. Each of the four games uses
professionally-developed artwork. Each game builds on the knowledge obtained while
developing the previous one, going from a simple point-and-shoot game and a
physics-based reaction game, to a puzzle game, and in the end, a full-fledged platform
game with animation, intelligent enemies, and much more. As you’ll see, building games can
be as much fun as playing them.
Even though this book teaches you Swift in the context of game development, after reading
the book you will be able to use the skills you acquired to develop any kind of application for

Apple devices.


Book Details :

Publisher:    Apress
By:           Arjan Egges
ISBN:         978-1-484206-51-5
Year:         2015
Pages:        380
Language:     English
File size:    5.7 MB
File format:  PDF

: CONTENTS

About the Author ...................................................................................................xvii
About the Technical Reviewer ................................................................................xix
Acknowledgments ..................................................................................................xxi
Introduction ..........................................................................................................xxiii
■■Part I: Getting Started ......................................................................... 1
■■Chapter 1: The Swift Language .............................................................................. 3
■■Chapter 2: Game Programming Basics ................................................................ 17
■■Chapter 3: Creating a Game World ...................................................................... 29
■■Chapter 4: Game Assets ...................................................................................... 41
■■Part II: Painter .................................................................................. 55
■■Chapter 5: Reacting to Player Input .................................................................... 57
■■Chapter 6: A Flying Ball ....................................................................................... 73
■■Chapter 7: Game Object Types ............................................................................. 93
■■Chapter 8: Colors and Collisions ....................................................................... 111
■■Chapter 9: Limited Lives .................................................................................... 123
■■Chapter 10: Organizing Game Objects ............................................................... 139
■■Chapter 11: Finishing the Painter Game ............................................................ 155

■■Part III: Tut’s Tomb .......................................................................... 165
■■Chapter 12: Advanced Input Handling ............................................................... 167
■■Chapter 13: Game Physics ................................................................................. 183
■■Chapter 14: Gameplay Programming ................................................................ 191
■■Chapter 15: Game States ................................................................................... 203
■■Chapter 16: Finishing the Tut’s Tomb Game ...................................................... 213
■■Part IV: Penguin Pairs ..................................................................... 223
■■Chapter 17: Menus and Grids ............................................................................ 225
■■Chapter 18: Game State Management ............................................................... 239
■■Chapter 19: Storing and Recalling Game Data .................................................. 247
■■Chapter 20: Interaction Between Game Objects ................................................ 263
■■Chapter 21: Finishing the Penguin Pairs Game ................................................. 275
■■Part V: Tick Tick .............................................................................. 283
■■Chapter 22: The Main Game Structure .............................................................. 285
■■Chapter 23: Animation ....................................................................................... 293
■■Chapter 24: Platform Game Physics .................................................................. 303
■■Chapter 25: Intelligent Enemies ........................................................................ 313
■■Chapter 26: Adding Player Interaction .............................................................. 323
■■Chapter 27: Finishing the Tick Tick Game ......................................................... 333
Index ..................................................................................................................... 345

1394/10/03 - 02:38:43
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