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


In this chapter, you learned some advanced techniques that will help you give a professional and complex look to your games.

We started by learning how to create nodes that are composed of several sprites and actions by creating classes that inherit SKNode. In this way, we created a new class for the enemies in the game that consist of two SKSpriteNode instances, two SKAction instances, and the type of enemy.

In addition to this, we learned how we can perform actions on each of the sprites separately so that the element behaves as we want.

Furthermore, I showed you how to apply the parallax effect to our games in order to provide them with depth and a sense of motion. For this purpose, we learned how to take advantage of the update method and combine copies of nodes to run movement actions at different speeds so that it seems that the rabbit is running.

In order to adapt the rabbit to the new movement, we learned how to animate nodes using texture atlases to avoid a decrease in performance...