Book Image

iOS Game Development By Example

By : Samanyu Chopra
Book Image

iOS Game Development By Example

By: Samanyu Chopra

Overview of this book

Game development has always been an exciting subject for game enthusiasts and players and iOS game development takes a big piece of this cake in terms of perpetuating growth and creativity. With the newest version of iOS and Sprite Kit, comes a series of breathtaking features such as Metal rendering support, camera nodes, and a new and improved Scene Editor. Conceptualizing a game is a dream for both young and old. Sprite Kit is an exciting framework supported by Apple within the iOS development environment. With Sprite Kit, creating stunning games has become an easy avenue. Starting with the basics of game development and swift language, this book will guide you to create your own fully functional game. Dive in and learn how to build and deploy a game on your iOS platform using Sprite Kit game engine. Go on a detailed journey of game development on the iOS platform using the Sprite Kit game engine. Learn about various features implemented in iOS 8 that further increase the essence of game development using Sprite Kit. Build an endless runner game and implement features like physics bodies, character animations, scoring and other essential elements in a game. You will successfully conceive a 2D game along with discovering the path to reach the pinnacle of iOS game development. By the end of the book, you will not only have created an endless runner game but also have in-depth knowledge of creating larger games on the iOS platform. Style and approach An easy-to-follow, comprehensive guide that makes your learning experience more intriguing by gradually developing a Sprite Kit game. This book discusses each topic in detail making sure you attain a clear vision of the subject.
Table of Contents (17 chapters)
iOS Game Development By Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Preloading textures into memory


Sprite Kit performs memory management very well. When a texture is needed to be rendered in scene, but is not prepared, Sprite Kit loads it into memory, and uploads it to the graphics hardware by converting it to a usable form. If many unloaded textures are needed at once, it might slow down the game. To avoid this, we need to preload textures before using them, especially in larger or more complex games.

This problem may arise when a user has to go from the level screen to the game screen. As the game screen may have many textures, it will need to load and might be slow due to the loading of texture. To avoid this, we can use the SKTexture class preloadTextures(_:withCompletionHandler:) function. It takes an array of SKTexture and a block, which is called after all the texture is loaded. So, we can use this block to load a scene.

For a small game, we can load all the textures at once, at game launch time. For a larger game, we will need to split the textures...