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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

What is a scene?


A scene is basically a collection of different elements such as sprites, sounds, and so on, in a logical way. Suppose we want to make a menu, we'll have to put some buttons, background, and sounds in a manner that is positioned according to our needs.

A Scene object is a collection of nodes, but a scene itself acts as a node. Imagine a tree of nodes having scene objects as its root. As all nodes in the scene are positioned in defined coordinates, their linkage can be shown as:

Node (Content) → Descendant Node

This linkage of a node with its descendant(s) is very useful. Say, if you rotate a node on the top of the tree, all the nodes will be subsequently rotated.

In technical terms, Scene is an SKScene object, which holds an SKNode object (such as SKSpriteNode objects for sprites) inside a view (SKView object), so that we can render and use them. Scene is itself an SKNode object, which acts as a root node and attaches in an SKView object. Other objects required for that scene...

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