Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Swift 3 Game Development

You're reading from   Swift 3 Game Development Build iOS 10 Games with Swift 3.0

Arrow left icon
Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781787127753
Length 258 pages
Edition 2nd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Stephen Haney Stephen Haney
Author Profile Icon Stephen Haney
Stephen Haney
Arrow right icon
View More author details
Toc

Table of Contents (14) Chapters Close

Preface 1. Designing Games with Swift FREE CHAPTER 2. Sprites, Camera, Action! 3. Mix in the Physics 4. Adding Controls 5. Spawning Enemies, Coins, and Power-ups 6. Generating a Never-Ending World 7. Implementing Collision Events 8. Polishing to a Shine - HUD, Parallax Backgrounds, Particles, and More 9. Adding Menus and Sounds 10. Standing Out in the Crowd with Advanced Features 11. Choosing a Monetization Strategy 12. Integrating with Game Center 13. Ship It! Preparing for the App Store and Publication

Building a SKSpriteNode class


Let's begin by drawing a blue square on the screen. The SKSpriteNode class can draw both texture graphics and solid blocks of color. It is often helpful to prototype your new game ideas with blocks of color before you spend time on artwork. To draw the blue square, add an instance of SKSpriteNode to the game:

override func didMove(to view: SKView) { 
    // Make the scene position from its lower left 
    // corner, regardless of any other settings: 
    self.anchorPoint = .zero 
 
    // Instantiate a constant, mySprite, instance of SKSpriteNode 
    // The SKSpriteNode constructor can set color and size 
    // Note: UIColor is a UIKit class with built-in color presets 
    // Note: CGSize is a type we use to set node sizes 
    let mySprite = SKSpriteNode(color: .blue, size: 
    CGSize(width: 50, height: 50)) 
 
    // Assign our sprite a position in points, relative to its 
    // parent node...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime