By Jonathan Penn, Josh Smith
Strength up your internal online game developer and begin development excellent video games with Sprite package. This booklet will educate you every thing you must learn about Apple's second online game engine. in case you have a few programming event yet you are new to video game improvement, you are going to hit the floor operating, no complicated instruments required—just the Sprite package SDK. you will begin speedy by means of construction a single-finger countless runner online game, the place the objective is to stick alive so long as attainable and rack up issues. you will discover the Sprite equipment template, activities, and particle editor and watch your video game take form with an armed participant send, asteroids and enemy ships, explosions, power-ups, and variable hassle. Then you are going to sew the sport including cutscenes, menus, and scoring.
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Extra resources for Build iOS Games with Sprite Kit: Unleash Your Imagination in Two Dimensions
SKAction *move = [SKAction moveTo:CGPointMake(endX, endY) duration:3+arc4random_uniform(4)]; SKAction *remove = [SKAction removeFromParent]; SKAction *travelAndRemove = [SKAction sequence:@[move, remove]]; SKAction *spin = [SKAction rotateByAngle:3 duration:arc4random_uniform(2) + 1]; SKAction *spinForever = [SKAction repeatActionForever:spin]; SKAction *all = [SKAction group:@[spinForever, travelAndRemove]]; [asteroid runAction:all]; The first action moves the asteroid to the destination random ending point built from the endX and endY variables we created earlier, and it does so over a random duration between three and seven seconds.
In this particular case, it doesn’t really matter because we’re just playing the sounds by themselves. But if they were part of an action sequence, then setting waitForCompletion: to YES would pause the sequence until the sound file stopped playing. info report erratum • discuss Playing Sound Effects in the Scene • 31 one after the other for effect. But for self-contained sound actions like this, we set the parameter to NO so that Sprite Kit knows we just want to trigger the sound and move on immediately.
The third action is a sequence of both the travel and remove actions. For some extra visual interest, we can introduce a new effect by spinning the node at random speeds. The +rotateByAngle:duration: action rotates the node by the given number of radians one time. Because we want the asteroids to keep spinning, we wrap it in the +repeatActionForever: action so it will continue as long as the node is in the scene. Finally, we want to run both the spin and the movement together. That’s where the +group: action comes into play.
Build iOS Games with Sprite Kit: Unleash Your Imagination in Two Dimensions by Jonathan Penn, Josh Smith