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

Chapter 6. Auxiliary Techniques

The previous chapter explored the use of some techniques to squeeze the potential out of physical devices in order to control the main character's movement with an accelerometer or to create stunning visual effects thanks to shaders, lights, and shadows. This chapter will show us how to load and set up a particle system in order to create amazing effects such a fire, smog, and explosions.

We will also take advantage of SpriteKit animations to provide a dynamic look to the existing apps. Finally, we will learn how to find art and audio resources or even create our own audio and fonts using third-party tools.

We will explore the following topics in this chapter:

  • How to load and set up a particle system

  • How to add SpriteKit in apps

  • Using third-party tools to create audio and fonts

  • How to find art and audio that can be included in games