Book Image

Swift 2 Blueprints

By : Cecil Costa
Book Image

Swift 2 Blueprints

By: Cecil Costa

Overview of this book

In this book, you will work through seven different projects to get you hands-on with developing amazing applications for iOS devices. We start off with a project that teaches you how to build a utility app using Swift. Moving on, we cover the concepts behind developing an entertainment or social networking related application, for example, a small application that helps you to share images, audio, and video files from one device to another. You’ll also be guided through create a city information app with customized table views, a reminder app for the Apple Watch, and a game app using SpriteKit. By the end of this book, you will have the required skillset to develop various types of iOS applications with Swift that can run on different iOS devices. You will also be well versed with complex techniques that can be used to enhance the performance of your applications.
Table of Contents (15 chapters)
Swift 2 Blueprints
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 6. Creating a Game App Using SpriteKit

Since the creation of the first video game, 2D games are considered to be a big source of entertainment. There are big classic games like Pac-Man and Super Mario Bros that still entertain the new generation. As you know, smartphones and tablets can also be used as a new kind of video game console. There are games designed specifically for such devices that have become very popular like Candy Crush.

A developer can create a game using the traditional UI components like UIView and UIImage. However, its file size can get too heavy as these components are not specific to games. Due to this reason, Apple has created a framework especially for 2D game development called SpriteKit.

SpriteKit was created in a way that a developer needed only a few classes to use it, making it simple and useful.

In this chapter, we will cover the following topics:

  • Creating scenes

  • Creating nodes

  • Different types of actions

  • Checking for collisions

  • Using the accelerometer sensor...