Tag: "tutorial"

A JavaScript refresh

  Versions Assembly language of the web No compiling Tools REPL Getting started A dynamically typed language Variables and scope Type conversions Runtime exceptions Primitive and composite datatypes Boolean Number Object and properties Almost everything as an object Null and undefined Loops Array Iterator Date Function Context of execution Prototype, the good old friend Closure Garbage collection Object pooling We will cover here some of the key concepts of JavaScript

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Swift: Bouncing balls with built-in physics engine

Note: Source code (Bouncing Balls Example) available on Github I have been playing tonight with the built-in physics engine in SpriteKit. Like most Flash developers, I am sure you have played or used the Box2D engine in some projects. I have to admit, the APIs have always been pretty brutal to use. The engine that comes out of the box with SpriteKit has a much more approachable API, very intuitive.

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Swift: Types conversion, subclassing, casting and drawing

Here is another Swift example, showing how to convert types, subclass a native one, perform casting and draw multiple shapes (like with the Drawing API) and make them move: // Playground – noun: a place where people can play // Consider this your Main class, basically the Stage // Note: The code below is for OSX Playground, not iOS // this imports higher level APIs like Starling import SpriteKit import

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Hello Swift/Playgrounds

Wow, it’s been a while. I have to say, the combination of Swift and Playgrounds (in XCode 6) brings a lot of fun. I spent the night playing with it, and I wanted to share a piece of code you can try and get started quickly. I could talk about the details of the language and how nice it is, as an F# lover, I love that Swift got some

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Introducing Starling

I am excited to introduce today a new project we have been working on, called “Starling”. So what is it ? Starling is a 2D framework for game development developed in collaboration with the Austrian company Gamua (already behind the Sparrow-Framework on iOS), running on top of Stage3D (Molehill). It allows developers to leverage the power of the GPU without diving into the low-level details of the Stage3D APIs (available

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