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Mastering The Spritekit Framework: Develop Professional Games With This New Ios 7 Framework
Mastering The Spritekit Framework: Develop Professional Games With This New Ios 7 Framework
Mastering The Spritekit Framework: Develop Professional Games With This New Ios 7 Framework
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Mastering The Spritekit Framework: Develop Professional Games With This New Ios 7 Framework

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This book covers all the classes of the SpriteKit framework required to develop professional iOS 2D games.
All the explanations and code samples have been tested with the latest iOS 7 SDK version.
The following subject areas are covered in this book:
 Introducing the SpriteKit framework and explanation of the available classes.
 Explaining in detail the Node tree.
 Animating scenes.
 Implementing and understanding the physics subsystem.
 Implementing collisions and contacts
 Adding sounds, emitters and particles to your game
LanguageEnglish
PublisherBookBaby
Release dateSep 23, 2013
ISBN9781483506234
Mastering The Spritekit Framework: Develop Professional Games With This New Ios 7 Framework

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    Mastering The Spritekit Framework - Peter van de Put

    Published by: Peter van de Put.

    Copyright © 2013 by Peter van de Put.

    ISBN: 9781483506234

    No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic,mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978)750-8400, fax (978) 646-8600.

    Requests to the Publisher for permission should be addressed to info [at] yourdeveloper.net.

    Limit of Liability/Disclaimer of Warranty: The publisher and the author make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation warranties of fitness for a particular purpose. No warranty may be created or extended by sales or promotional materials. The advice and strategies contained herein may not be suitable for every situation. This work is sold with the understanding that the publisher is not engaged in rendering legal, accounting, or other professional services. If professional assistance is required, the services of a competent professional person should be sought. Neither the publisher nor the author shall be liable for damages arising here from. The fact that an organization or Web site is referred to in this work as a citation and/or a potential source of further information does not mean that the author or the publisher endorses the information the organization or Web site may provide or recommendations it may make. Further, readers should be aware that Internet Web sites listed in this work may have changed or disappeared between when this work was written and when it is read.

    Trademarks: All trademarks are the property of their respective owners. YourDeveloper is not associated with any product or vendor mentioned in this book.

    ABOUT THE AUTHOR

    Peter van de Put is CEO and lead developer of YourDeveloper, a global software development company based in France. He began developing software in 1980 and delivered high-end software solutions for companies like Fuji Photo Film, Shell, Unilever, Bridgestone, Alcatel, Ricoh and many others. In 2006, he started a software company that focuses on developing iOS applications and backend software solutions and has developed applications for global clients such as banks, government agencies, telecommunications and utilities. In tandem with his software development career, he also trained hundreds of developers and co-founded several service companies and worked as a project manager and business consultant. By owning and directing a consultancy firm, he has seen all aspects of projects from planning to design to deployment to maintenance.

    As an experienced trainer, he is also available to provide training classes for your iOS developers in countries all over the world.

    Acknowledgements

    I’d like to begin by thanking my wife Miranda and my daughter Anique for their continuous support and encouragement during the writing process.

    To Andre Smits, my closest friend, who’s supported and encouraged me and who has done all the proofreading and provided very useful feedback.

    To all my clients, who have made it possible for me to obtain the experience level I’ve reached during the realization of their projects.

    To all my friends and followers who took an interest in the writing of this book.

    Introduction

    My first experience with a computer was at the age of 15 when I went to a technical high school in the Netherlands and I was introduced to the Sinclair ZX-81. I was amazed what this little computer was capable of and from day one I started writing programs for it. The hardware and software revolution started and soon there was an Exidy Sourcer, the Commodore 64, followed by my first XT personal computer and the first Macinstosh.

    I was intrigued by the fact that you could program these machines to do exactly what you wanted them to do, and I wanted to be able to develop programs for these systems. During my Masters in Computer Science, I’ve learned programming in Assembler, and C. In my spare time I’ve mastered also Basic, QuickBasic, Delphi, Pascal, Turbo Pascal, C++, Java, VB.Net, C# and Objective C in .

    Programming became my profession and I liked it. However like many programmers, if you are good you soon find that you have a career, and because of the skills and knowledge you’ve acquired you move on to work as an analyst, software engineer, and consultant—and might end up in a management position. This is what happened to me and I quickly found that I was doing less and less programming, the thing I liked the most.

    In my professional career I’ve managed and co-founded several IT service companies and worked as a project manager, business consultant and director, but have always was been able to find the time to do some programming on these projects. During all these years, I’ve delivered high- end software solutions for companies like Fuji Photo Film, Shell, Unilever, Bridgestone, Alcatel, Ricoh and many others on all continents.

    I always focus on code optimization and the exploration of new technologies. Developing a high level of Object Orientation code design with the lowest memory footprint is still a challenge; a challenge that originated from my first experiences, where 16 Kb of memory was all that was available.

    In 2006 I decided to leave the hectic life of the Netherlands behind and moved to France, where I started a software company that focuses on developing backend software solutions and a little later on iOS application development.

    With our professional team we now develop iPhone and iPad applications for clients in Australia, Europe and the United States, delivering end-to-end solutions, from backend management system to iOS applications using the latest modern programming practices and SDK’s.

    Who This Book Is For

    This book is written for the iOS developer with some experience who wants to master programming 2D games using the SpriteKit framework.

    In order to understand the detailed in-depth explanations, a basic knowledge of the Xcode environment and the basics of Objective-C programming are recommended.

    This book is valuable to each and every iOS developer who wants to get a deeper understanding of the technologies involved in developing professional 2D games. It can be used as a reference book to understand the details of a technology.

    What This Book Covers

    This book covers all the classes of the SpriteKit framework required to develop professional iOS 2D games. All the explanations and code samples have been tested with the latest iOS 7 SDK version.

    The following subject areas are covered in this book:

    Introducing the SpriteKit framework and explanation of the available classes.

    Explaining in detail the Node tree.

    Animating scenes.

    Implementing and understanding the physics subsystem.

    Implementing collisions and contacts

    Adding sounds, emitters and particles to your game.

    What You Need to Use This Book

    To program iOS 2D games, using

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