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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

Adding controls in Sprite Kit


Adding controls in a Sprite Kit doesn't need any external predefined framework; we can implement the controls in Sprite Kit using the following methods:

  • Tapping

  • Gesture recognitions (swiping in any direction, pinching, rotating)

  • Moving sprites using the accelerometer

Let's discuss each of the preceding controls in detail and also how we can implement them in our game.

Node tapping and clicking

We have four override methods for handling touch events with a UIResponder class, which is part of UIKit provided by Apple. Let's learn about them:

  • func touchesBegan(touches:Set<NSObject>, withEvent event:UIEvent): This method is called whenever a user touches the view/window

  • func touchesMoved(touches:Set<NSObject>, withEvent event:UIEvent): This method is called whenever a user moves his finger on the view/window

  • func touchesEnded(touches:Set<NSObject>, withEvent event:UIEvent): This method is called whenever a user removes the finger from view/window

  • func...

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