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iOS Game Development By Example

You're reading from   iOS Game Development By Example Learn how to develop an ace game for your iOS device, using Sprite Kit

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Product type Paperback
Published in Aug 2015
Publisher Packt
ISBN-13 9781785284694
Length 220 pages
Edition 1st Edition
Languages
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Author (1):
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Samanyu Chopra Samanyu Chopra
Author Profile Icon Samanyu Chopra
Samanyu Chopra
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Table of Contents (12) Chapters Close

Preface 1. An Introduction to Sprite Kit FREE CHAPTER 2. Scenes in Sprite Kit 3. Sprites 4. Nodes in Sprite Kit 5. Physics in Sprite Kit 6. Animating Sprites, Controls, and SceneKit 7. Particle Effects and Shaders 8. Handling Multiple Scenes and Levels 9. Performance Enhancement and Extras 10. Revisiting Our Game and More on iOS 9 Index

Elements of Sprite Kit

Now we are going to discuss some elements of Sprite Kit, which are essential for game development. A game made in Sprite Kit consists of many scenes which are made of nodes, and the functioning of a node in a scene is determined by actions.

Scenes

A level or environment in a game is termed as a scene. We make scenes as per our requirement, such as menus, levels, and so on. So, there are different scenes for different levels and also for different menus in a game. It's like a canvas where you position your elements.

A scene in Sprite Kit is represented by an SKScene object. A scene holds sprites and other contents to be rendered. To switch scenes, we can use the SKTransition class.

Nodes

Nodes are fundamental building blocks for all content in a scene. The SKScene class is a descendant of the SKNode class, so a scene is a root node. The SKNode class does not draw anything on scene by itself; we can think of it as a base class for other node classes. There are node subclasses as follows:

  • SKSpriteNode: This can be used for drawing textured sprites, playing video content, and more
  • SK3DNode: This can be used for rendering a Scene Kit scene as a 2D textured image
  • SKVideoNode: This can be used for playing video content
  • SKLabelNode: This can be used for rendering a text string
  • SKShapeNode: This can be used for rendering shape, based on a core graphics path
  • SKEmitterNode: This can be used for creating and rendering particles
  • SKCropNode: This can be used for cropping child nodes using a mask
  • SKEffectNode: This can be used for applying a core image filter to its child node
  • SKLightNode: This can be used for applying lighting and shadows to a scene
  • SKFieldNode: This can be used for applying physics effects to a specific portion of the scene

Actions

An action tells a node what to do and allows you to perform different things, such as:

  • Moving nodes in any direction
  • Making any node follow a path
  • Rotating nodes
  • Scaling of nodes
  • Showing or hiding a node
  • Changing the content of a sprite node
  • Playing sound
  • Removing nodes from a scene
  • Performing action on a child's node, and so on

To create a run action, first, create the action using the particular action class, configure the properties for the created action, and call a run action by passing action object as a parameter. When the scene processes the node, the actions of that particular node will be executed.

You have been reading a chapter from
iOS Game Development By Example
Published in: Aug 2015
Publisher: Packt
ISBN-13: 9781785284694
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