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 learned several techniques that will help us create amazing visual effects by making the best of physical devices. We learned how to start receiving motion data by enabling the accelerometer module of the motion manager. Thanks to this, we saw how to manage the main character's movement using the accelerometer or position physical device. We also learned how to take into account the original orientation in order to calibrate the accelerometer/accelerometer-related information and obtain accurate data.

Then, we saw what the shader algorithm is and how we can apply the Open GL algorithms to the nodes of our game so that we can modify the way they are drawn.

Toward the end of the chapter, we learned that SpriteKit provides the capability of creating lights in two different ways to achieve the same results. Thanks to these lights, we can configure nodes so that they can cast shadows that are affected by the desired lights, creating amazing visual effects. We also learnt...