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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

The properties of SKSpriteNode

Let us discuss the properties of SKSpriteNode in the following sections.

Physical

Let us look at some physical properties of SKSpriteNode:

  • size: This property determines the size of a sprite in points. In our GameScene and MenuScene classes, we use this property in the background sprite to cover the screen.
  • AnchorPoint: An anchor point is a point of co-ordinate related to sprite. Say, for example, co-ordinates for each corner of a sprite are (0,0), (1,0), (0,1), and (1,1) representing corners bottom left, bottom right, top left, and top right respectively. These points of reference can be assigned as anchor points to draw a sprite on screen in respect. An assigned anchor point will position a sprite on screen, accordingly.

    For example, assume that our anchor point for a sprite is (0,0). If we position this sprite on screen, it will place itself from co-ordinate (0,0), that is, bottom left. To position a sprite from the centre, we need to assign the anchor point...

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