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
About the Author
About the Reviewer


We started the chapter by looking at a default SpriteKit project, creating a new project, and learning how it is configured and what files it consists of.

You learned what a node is and how to create one with the SKNode class, which is the parent of several important classes that take part in a game. Also, we showed the structure of a scene graph, with a parent SKScene node and several children.

I explained some of the key properties and methods of SKNode and SKScene that will take part in the development of our game. You also had a look at the different steps a game loop requires to render all the contents on the screen.

Then, you learned how to create a scene and add a sprite and a background properly, taking into account their anchor point and their zposition value to ensure that the background lies behind the rest of nodes.

In the last section of this chapter, we explored the characteristics that we need to keep in mind when developing a game for both iPhone and iPad devices, such as screen resolutions and image filenames.

Now that we know how to create a project and load sprites efficiently, let's take a step forward in order to make them interactive and the game playable.