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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

Creating a scene


When we create a scene, we can define many of its properties such as size, origin, and so on. as we require in our game. A scene size defines the visible area in the SKView object. Of course, we can put nodes outside this area, but they will be totally ignored by the renderer.

However, if we try to change the position property of a scene, it will be ignored by Sprite Kit because a scene is a root node in a node tree, its default value is CGPointZero. But we can move scene origin by the anchorPoint property. Default value for anchorPoint is (0.5,0.5), which indicates the center point of the screen. By reassigning a new anchorPoint property, we can change the coordinate system for its child. For example, if we set anchorPoint to (0,0), the child node of the scene will start from the bottom left of the scene.

If we make the anchorPoint (0.5, 0.5) or the middle of the screen, the child node of the scene will start from the middle of the screen. It totally depends on us and what...

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