Introducing Sprite Kit with iOS7 and Xcode 5
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Course Introduction to Sprite Kit with iOS7 Xcode 5
Introducing Sprite Kit, Apple's 2D game engine. This series of video tutorials will cover just about everything about Sprite Kit, and create useable projects that could be the foundation of countless games.
Importing Assets to Xcode (and Exporting from Flash)
From here on out, the series will be building a sample Sprite Kit jumping game, where your goal is to avoid getting hit by boulders and timing a characters leap over them. This short first video will discuss importing images to an Asset Catalog (new to Xcode 5), using Retina Display images, and also show you tips on how to export images from a program such as Adobe Flash.
Texture Atlases with Sprite Kit
This video discusses creating a Texture Atlas for Sprite Kit. If you are familiar with sprite sheets for optimizing game graphics, a texture atlas is exactly that. You can name a folder with .atlas extension and include your standard and retina images (with @2x.png extensions). This .atlas folder with get packaged as a texture atlas at compile time. (Code to use the atlas is discussed later).
Adding and Identifying Children with Sprite Kit
In this video, we will add all of our children to the Sprite Kit scene, and create a method at a random interval to continuously add Boulder sprites. We will also look at the zPosition, xScale, name properties and more.
Moving Objects and Detecting Two Objects Colliding
This video tutorial really gets the ball rolling with Sprite Kit. Pun intended. We'll be moving the boulder across the screen and detecting if it intersects with our character. We will also look at the enumerateChildNodesWithName method.
Casting in Sprite Kit
This video discusses the concept of Casting in a Sprite Kit game. This is an important concept, and worthy of it's own video. We'll talking about when to cast an object, making sure it actually exists, and testing the kind of class that the cast object is.
Adding Sprite Kit Actions
In this video we will add our Sprite Kit Actions which will do all the work involved with making the character jump and use the texture atlas we imported earlier. We will look at adding a sequence of SKActions as well as declaring them in the header file for use every time we touch the screen. We will also use the SKAction performSelector method to control how often the character is able to jump (toggling on or off if the character can jump).