Chapter 9. On the Level – Eskimo
In our next game, we'll go over some important features most games require, but which are not directly related to gameplay. So we'll step over the architecture side of things and talk about reading and writing data, using scene transitions, and creating custom events that your whole application can listen to.
But, of course, I'll add a few gameplay ideas as well!
This time, you'll learn how to:
- Create scene transitions
- Load external data
- Save data using
UserDefault
- Create your own game events with the dispatcher
- Use the accelerometer
- Reuse Box2D bodies