Book Image

Getting Started with SpriteKit

By : Jorge Jordán
Book Image

Getting Started with SpriteKit

By: Jorge Jordán

Overview of this book

SpriteKit is Apple’s game engine to develop native iOS games. Strongly boosted by the Apple Inc., Cupertino, it has increased in popularity since its first release. This book shows you the solutions provided by SpriteKit to help you create any 2D game you can imagine and apply them to create animations that will highlight your existing apps. This book will give you the knowledge you need to apply SpriteKit to your existing apps or create your own games from scratch. Throughout the book, you will develop a complete game. The beautiful designs implemented in the game in this book will easily lead you to learn the basis of 2D game development, including creating and moving sprites, and adding them to a game scene. You will also discover how to apply advanced techniques such as collision detection, action execution, playing music, or running animations to give a more professional aspect to the game. You will finish your first game by learning how to add a main menu and a tutorial, as well as saving and loading data from and to the player’s device. Finally, you will find out how to apply some mobile games techniques such as accelerometer use or touch detection.
Table of Contents (13 chapters)
Getting Started with SpriteKit
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Summary


In this chapter, we focused our efforts on incorporating playability in the game that we initialized in Chapter 1, The First Step toward SpriteKit.

We explored the different ways through which we can handle touch interaction, and we used them to detect where the user touched the screen and deploy it on the movements of the main character.

In order to make the rabbit move, we had a look at the methods provided by the SKAction class in order to create and manage actions. Thanks to these utilities, we managed the rabbit's lateral movement and the looped movement of the wall and doors. In this way, we created a group of objects that the user will need to avoid.

Next, we added one of the bases of all games, namely collision detection. As the rabbit will need to avoid the wrong doors, we had to find a way to check whether a collision took place. So, we saw how to detect whether a collision happened and how to handle it in order to convert it into a success or failure.

We used this collision...