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Swift 3 Game Development

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

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781787127753
Length 258 pages
Edition 2nd Edition
Languages
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Author (1):
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Stephen Haney Stephen Haney
Author Profile Icon Stephen Haney
Stephen Haney
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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

The story on positioning


SpriteKit uses a grid of points to position nodes. In this grid, the bottom left corner of the scene is (0,0), with a positive x-axis to the right and a positive y-axis to the top.

Similarly, on the individual sprite level, (0,0) refers to the bottom left corner of the sprite, while (1,1) refers to the top right corner.

Alignment with anchor points

Each sprite has an anchorPoint property, or an origin. The anchorPoint property allows you to choose which part of the sprite aligns to the sprite's overall position.

Note

The default anchor point is (0.5,0.5), so a new SKSpriteNode centers perfectly on its position.

To illustrate this, let's examine the blue square sprite we just drew on the screen. Our sprite is 50 points wide and 50 points tall, and its position is (150,150). Since we have not modified the anchorPoint property, its anchor point is (0.5,0.5). This means the sprite will be perfectly centered over the (150,150) position on the scene's grid. Our sprite's left...

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