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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

Simulating physics in Sprite Kit

Most of the game engines have an inbuilt physics engine, and you can also add an external physics engine to a game engine. Fortunately, Apple provides a physics engine in Sprite Kit. In Sprite Kit, physics properties are applied by an object of the class, SKPhysicsBody. As we have already learned that objects are connected to a node in a node tree, physics simulation uses a node's orientation and position for simulation. In Sprite Kit, when a game renders, each frame invokes some functions in a cycle, as follows:

update
didEvaluateActions
didSimulatePhysics
didApplyConstraints
didFinishUpdate

After actions (such as image changing in a node for animation) SKScene simulates physics to do all the actions, such as gravity on a physics body, velocity change, collision between two physics bodies, and so on. If we go through our SKNode class, we will see there is a property called physicsBody. It takes the SKPhysicsBody object as a parameter and defines physics...

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