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Swift 3 Game Development

You're reading from   Swift 3 Game Development Build iOS 10 Games with Swift 3.0

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781787127753
Length 258 pages
Edition 2nd Edition
Languages
Tools
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Author (1):
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Stephen Haney Stephen Haney
Author Profile Icon Stephen Haney
Stephen Haney
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Table of Contents (14) Chapters Close

Preface 1. Designing Games with Swift FREE CHAPTER 2. Sprites, Camera, Action! 3. Mix in the Physics 4. Adding Controls 5. Spawning Enemies, Coins, and Power-ups 6. Generating a Never-Ending World 7. Implementing Collision Events 8. Polishing to a Shine - HUD, Parallax Backgrounds, Particles, and More 9. Adding Menus and Sounds 10. Standing Out in the Crowd with Advanced Features 11. Choosing a Monetization Strategy 12. Integrating with Game Center 13. Ship It! Preparing for the App Store and Publication

Adding animation to your toolkit


Before we dive back in to sprite theory, we should have some fun with our blue square. SpriteKit uses action objects to move sprites around the screen. Consider this example: if our goal is to move the square across the screen, we must first create a new action object to describe the animation. Then, we instruct our sprite node to execute the action. I will illustrate this concept with many examples in the chapter. For now, add this code in the didMove function, below the self.addChild(mySprite) line:

// Create a new constant for our action instance 
// Use the move action to provide a goal position for a node 
// SpriteKit will tween to the new position over the course of the 
// duration, in this case 5 seconds 
let demoAction = SKAction.move(to: CGPoint(x: 300, y: 150), 
duration: 3) 
// Tell our square node to execute the action! 
mySprite.run(demoAction) 

Run the project. You will see our blue square slide across...

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