Beginning Swift Games Development for iOS Develop 2D and 3D games Using Apple’s SceneKit and SpriteKit 2nd ed.
Xcode. You will then dive in and create the beginnings of a Sprite Kit game starting from scratch. You
will learn about SKNode s and their subclasses, and you’ll use an SKSpriteNode to add both a
background node and a player node.
In Chapter 2 , we will step back a bit and give you a deeper look at Sprite Kit scenes, including how
scenes are built and why the order they are built in can change your game. The chapter will close with a
discussion of Sprite Kit coordinate systems and anchor points as they relate to SKNode s.
In Chapter 3 , you’ll work with Sprite Kit’s physics engine and collision detection. The chapter will
begin with a discussion of SKPhysicsBody —the class used to simulate collision detection. You will
then turn on gravity in the game world and see how that affects the nodes. After that, you will add a touch
responder to propel the playerNode up into space, and finally you will learn how to handle node
In Chapter 4 , you’ll start adding some real functionality to your game. You’ll begin by making some
small changes to the current GameScene . After that, you will add additional orb nodes to collide into.
You will then add scrolling to your scene, allowing you to make it look like the player is flying through
space collecting orbs. Finally, you will start using the phone’s accelerometer to move the player along the
In Chapter 5 , you’ll refactor the orb node’s layout one last time with the goal of enhancing playability.
After that, you will learn how you can use SKAction s to move an SKSpriteNode back and forth
across the scene and then make that same node rotate forever. The chapter will close with a look at how
you can add colorizing effects to an SKSpriteNode using a colorize action.
In Chapter 6 , you’ll see how to define particle emitters and how to leverage them in Sprite Kit games.
After that, you will learn how you can use them to add engine exhaust to the playerNode whenever an
impulse is applied to the physicsBody .
In Chapter 7 , you’ll see how you can use SKLabelNode s to add text to your Sprite Kit games.
Specifically, you’ll see how you how to add a label that keeps up with the number of impulses remaining
for the spaceman to use, and then you’ll see how you can add scoring to the game to keep up with the
number of orbs the spaceman has collected.
In Chapter 8 , you’ll learn how to implement scene transitions using Sprite Kit’s SKTransition
class. You will look at some of the different types of built-in transitions Sprite Kit makes available to you.
You will also see how you can control each scene during a transition. At the end of the chapter, you will
take your newfound knowledge and add a menu scene to your SuperSpaceMan game.
In Chapter 9 , you’ll learn some Sprite Kit best practices; specifically, you will see how you can
create your own subclasses of SKSpriteNode so that you can better reuse your nodes. You will then
move on to changing your game to load all the sprites into a single texture atlas that you can reference
when creating all future sprites. After that, you will move on to externalizing some of your game data so
that designers and testers can change the game play. Finally, you will close out the chapter when you
prune your node tree of all nodes that have fallen off the bottom of the screen.
In Chapter 10 , you’ll learn about what Scene Kit is and how to create a new Scene Kit game using
Xcode. You will then dive in and create the beginnings of a Scene Kit game starting from scratch. You
will learn to about SCNScene and SCNode s with a Scene Kit primer.
In Chapter 11 , you’ll learn more about the scene graph and some of the basics of Scene Kit. You will
start to create your game by loading the spaceman from his Collada file. You will also learn about the
Scene Kit primitive geometries by adding these as objects for the spaceman to avoid.
In Chapter 12 , you’ll learn how Scene Kit uses lighting and the type of lighting that is available to you
in Scene Kit. You will also examine how materials are added onto the SCNNode , as well as how the
camera is used within the scene.
In Chapter 13 , you’ll learn about the basics of animating the objects in your game. You will see a
couple of different ways to animate the nodes to give you more than one way to do your animations. Once
you have completed this chapter, all your objects will move within the scene.
In Chapter 14 , you’ll learn about collision detection within the scene. You will learn how to move the
spaceman around the scene. Once you have the spaceman moving, you will learn how to detect when the
spaceman runs into an obstacle.
In Chapter 15 , you’ll learn how to use a Sprite Kit scene within the Scene Kit scene. The chapter will
show you how to create a screen to show you a timer that you will start when the user starts the game. The
chapter will also show you how to display a “game over” screen and then restart the game.
In Chapter 16 , you will learn the basics of the SceneKit Editor. This chapter will give you a basic
understanding of creating a scene and various nodes visually in the editor. No coding will be done, but
rather drag and dropping nodes and using the various editors to manipulate the objects.