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

Creating a tutorial

When we first play a game, we usually go through a guided path called a tutorial that will show us how to play the game. This path will just let us perform some specific actions so that the players learn the mechanics of the game and the operations that are allowed in the game.

The best way of developing a tutorial is by thinking about it as a state machine, where each state corresponds to one step of the tutorial and where we can specify the actions allowed on each state and learn how to pass from one state to the next one.

In this section, we are going to develop a tutorial that will consist of five states or steps, where some visual elements will teach players how to implement them.

For this purpose, we will need to create an enumerated object to handle the different steps of the tutorial. So add the following lines at the top of the GameScene class just after the import section:

enum TutorialSteps : UInt32 {
    case TUTORIAL_STEP_1 = 0
    case TUTORIAL_STEP_2 = 1