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

1-star challenge: an easier way to reset position

I chose the solution of running two actions in order to recover the initial position because I wanted to introduce you to sequences, but there is an easier and fancier way of achieving the same result. With the knowledge that you have so far, try to get the same results that you got when using a sequence.


The key to this challenge is to use the runAction(_:, completion:) method so that we can execute the same block of code as that of resetPositionAction. Go to the initializeWallMovement method and replace moveWallAction with the following code:

wall.runAction(moveWallAction, completion: {
    self.wall.position = CGPoint(x:(self.view!.bounds.size.width/2), y: self.view!.bounds.size.height + self.wall.frame.size.height/2)

There you are. With this change, you will just execute one action with a completion block associated with it, thus obtaining the same behavior as the one that you got before.

Creating loops

Now that we have the wall...