34,79 €
Develop fun and exciting games and create amazing animations for your existing apps with SpriteKit, Apple's 2D game development framework
Getting Started with SpriteKit is for beginner-level iOS developers who want to add an extra edge to their apps and create amazing games using SpriteKit. It doesn't matter whether you have experience in iOS development or not as this book will show you the swift tricks you can use to create games.
SpriteKit is Apple's game engine to develop native iOS games. Strongly boosted by the Apple Inc., Cupertino, it has increased in popularity since its first release. This book shows you the solutions provided by SpriteKit to help you create any 2D game you can imagine and apply them to create animations that will highlight your existing apps.
This book will give you the knowledge you need to apply SpriteKit to your existing apps or create your own games from scratch.
Throughout the book, you will develop a complete game. The beautiful designs implemented in the game in this book will easily lead you to learn the basis of 2D game development, including creating and moving sprites, and adding them to a game scene. You will also discover how to apply advanced techniques such as collision detection, action execution, playing music, or running animations to give a more professional aspect to the game. You will finish your first game by learning how to add a main menu and a tutorial, as well as saving and loading data from and to the player's device.
Finally, you will find out how to apply some mobile games techniques such as accelerometer use or touch detection.
Written in an informal way with plenty of illustrative screenshots, this easy-to-follow and practical guide will help you get the most from SpriteKit. The main part of the book provides step-by-step instructions to develop of a complete product, while the last chapters give you some complementary techniques than can be used in mobile 2D game development.
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Seitenzahl: 232
Veröffentlichungsjahr: 2016
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First published: January 2016
Production reference: 1200116
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Author
Jorge Jordán
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Andrew Kenady
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JorgeJordán is an iOS indie developer who's passionate about how things work since his childhood. This is the reason why he graduated in computer science and became a Java developer. After buying his first iPhone, he became deeply interested in its technology and spent his spare time learning how to develop apps for Apple's smartphones.
Over time, he founded www.insaneplatypusgames.com, where he tries to make his dreams and games come true. He is also a member of the tutorial team at www.raywenderlich.com.
Also, he has worked on a book titled Cocos2d Game Development Blueprints, Packt Publishing.
In his free time, he loves to play video games, play bass guitar, and watch TV series.
You can follow him on Twitter; his Twitter handle is @jjordanarenas.
I would like to thank my family, especially my mom and brother, for always believing in me. Thanks to them, I am the person that I am. I would also like to thank the people who have encouraged me unconditionally, especially Angélica, for being so patient and for her support while I was writing this book.
Thanks to José Antonio Espino (<[email protected]>) for creating all the art for this book and designing these amazing characters and content.
Also, thanks to all my friends: the canupis (especially to you, Eugenio, wherever you are), Javi Sáez, Kike, Pedro, Fanny, Guille, and Carmelo for all the laughs and the good times that we spend together.
I finally want to thank all the people from Packt Publishing for their efforts to make this book real.
Andrew Kenady is a game engineer from Kentucky. He holds a bachelor's degree in computer science from Western Kentucky University and has worked professionally in the games industry since his graduation in 2013. His published titles span multiple genres and platforms and include Battlepillars and Draw a Stickman: EPIC 2. He is currently working for NC2 Media, a Tennessee-based tech company, on new and promising confidential products for the mobile games sector.
In addition to working on this publication, Andrew has worked in the past as a reviewer for iOS Game Programming Cookbook by Bhanu Birani and Chhavi Vaishnav.
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I think that I'm not wrong if I say that we as developers have the healthy (or unhealthy) habit of trying to decompose mentally (or even physically) everything that comes to our hands into smaller pieces to understand how it works.
In my case, I have to acknowledge that I am a video game lover and a restless developer, and every time I get a game or an app, I can't stop myself from thinking about how an animation or a particular effect is achieved.
This concern helped me learn how to develop apps and games. Thanks to this, I discovered that Apple provides a powerful set of tools that can be combined to create amazing games and stunning apps.
One of these tools is SpriteKit, a 2D game engine that is at the forefront of the frameworks that are available on the market and which can be included in any application to provide its dynamic features.
If you are reading these lines, you probably are either a game lover with a curiosity to learn how video games are developed, or you are an app developer who wants to know how the animations that you have seen in other apps or games have been created.
At this point starts a journey full of new experiences and knowledge that will satisfy all your curiosity. So take a seat, get comfortable, and start reading and enjoying.
This book contains six chapters that will guide you through the process of creating a video game with the tools provided by SpriteKit. At the same time, you will learn how to deal with the common difficulties that you may come across when developing games and how to apply the techniques that you learn here to give a stunning look to an app.
Chapter 1, The First Steps toward SpriteKit, covers the basics of developing a game with SpriteKit. In this chapter, you will learn what a game engine is and what a new SpriteKit project looks like. In addition to this, you will learn the purpose of the SKNode and SKScene classes and how to utilize them to add a background and a sprite into the game.
Chapter 2, What Makes a Game a Game?, shows the main techniques used in game development, such as moving sprites on the scene, detecting touches, and handling collisions. In addition to this, you will learn how to create and update labels and play music and sound effects.
Chapter 3, Taking Games One Step Further, teaches advanced techniques such us how to create complex nodes by extending the SKNode class or implement the parallax effect. You will also learn how to draw geometrical primitives and animate sprites.
Chapter 4, From Basic to Professional Games, helps us provide our game with the needed components to consider it as a finished product. You will learn how to create a Game Over condition for the game and a main menu scene from where you will learn how to transition to a tutorial that you will create for players so that they know the mechanism of the game. You will also learn how to save and load data from internal and external sources.
Chapter 5, Utilizing the Hardware and Graphics Processor, teaches you how to get the most advantage from the hardware of physical devices using the accelerometer or creating stunning visual effects by adding shaders, lights, and shadows into a game.
Chapter 6, Auxiliary Techniques, covers the development of special effects, which are also known as particle systems, and ways to combine SpriteKit with UIKit in order to create robust games and dynamic apps. You will also learn how to use third-party tools to create custom audio and fonts and find resources that can be used in games.
To follow the implementation of the code provided in this book, you will need the following hardware and software:
You will not need a lot of experience developing with Swift or SpriteKit as the chapters will help you easily understand how to utilize the tools provided by the game development framework.
If you are an iOS developer who wants to learn which tools offer the game development framework provided by Apple so that you can add an extra edge to your applications or learn how to bring to life the games that you have imagined in your mind, this book is for you. It has been written to teach the key concepts of 2D game development and ways to create 2D games using SpriteKit. This book will help you deploy framework tools to improve the visual experience of your apps.
There are several text styles in this book that refer to different type of information. For example, you will find words referring code that will look like the following line:
There are a couple of storyboard files, namely Main and LaunchScreen, which are responsible for showing the game screen and launch image respectively.
You will find code blocks that look like this:
If you are expected to perform some actions on specific places of the screen you will find the instructions highlighted in the following way:
To create a new SpriteKit project, we need to open Xcode and then navigate to File | New | Project….
You will find instructions specifying the exact value you have to enter in a text field that will look like the following line:
Call it Enemy and choose the folder where you want it to be saved.
Hints, tips, advices and notes will look like this:
Note that we just need to create a motion manager instance as thanks to it we can retrieve all the motion data we need.
Sometimes you are going to be challenged by me, requesting you to try to solve a particular situation. These challenges will be labeled as 1-star, 2-star or 3-star Challenge depending on the difficulty of the task, but they can be solved with the knowledge acquired along the book:
2-star challenge: colliding puppets
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In 2013, Apple released SpriteKit, its 2D game engine, in order to compete with all the two-dimensional frameworks that were existing in the market and retain their developers in its own technological ecosystem. Since then, SpriteKit has become one of the most powerful tools that are used to develop 2D games for iOS. In this chapter, we will have a look at the elements that are a part of game development, and we'll study how to use them with SpriteKit.
In this chapter, we will explore the following topics:
I remember the time when I developed my first game using the BASIC programming language on my old Amstrad CPC. In those times, every game was hardware-specific, which means that you had to take into account every machine's low-level characteristics.
A game engine is a collection of software instructions that eases the process of game development by providing abstraction between the hardware and software layers. This way, you don't need to waste your efforts when performing important tasks, such as handling user inputs, playing sound and video, rendering images, or simulating physics.
As mentioned previously, SpriteKit is an engine developed by Apple to create games, and it's one of the most powerful tools that are used to build native 2D games for both iOS and Max OS X.
The tool needed to develop SpriteKit games is Apple's Integrated Development Environment (IDE) Xcode, which can be found free of charge on Apple's App Store at https://itunes.apple.com/en/app/xcode/id497799835?l=en&mt=12. We are going to work with version 7.0, which is the latest at the time of writing the book, and iOS 9.
Creating a new project with Xcode is a straightforward task, but I would like to take advantage of it to help you understand how a default Xcode project looks like.
To create a new SpriteKit project, we need to open Xcode and then navigate to File | New | Project…. On the left-hand side, you will need to click on the iOS | Application Template; you will see what's shown in the following screenshot:
At this point, you will need to perform the following steps:
The first thing that you should look at is the left section, which is called Project Navigator and contains the folders, and files that will be a part of our game; this section is shown in the following screenshot:
The Project Navigator shows a tree of files and folders that represents a hierarchy that doesn't correspond with how these files are located on your hard drive. It means that, if you move some file, on the Project Navigator, it won't affect their position in Finder. However, if you move some file in Finder, the reference kept by Xcode will be broken and it won't be able to make use of it.
The yellow containers on the project navigator are called Groupsin Xcode, and they are equivalent to folders in a filesystem; as folders, the groups' responsibility is to organize all the files (images, classes, and so on) of an Xcode project.
One of the most important groups is the one called Project. It contains classes and resource files. As you can see in the preceding screenshot, a default project contains three Swift classes, namely AppDelegate, GameScene, and GameViewController, that will contain the core of the game.
Swift is Apple's programming language that was created by Apple for iOS, Mac OS X, watchOS, and Linux development. It was first released in June 2014.
There are a couple of storyboard files, namely Main and LaunchScreen, that are responsible for showing the game screen and launch image respectively. You will also see an image asset file, which will contain the images used on the game, and a plist file with the project configuration.
In addition to this, there is a file called GameScene.sks that should look pretty new to you. This file is used to build the screen in a static way, which is similar to a storyboard, that is created with Interface Builder.
Getting back to Xcode, there is another important section in the Project; it is the window at the center, which shows the configuration of the Project, as shown in the following screenshot:
In this panel, you will see three different sections, namely Identity, Deployment Info, and App Icons and Launch Images. Let's take a look at the second one first, where you can configure the following:
The third section contains the following configuration:
After performing the aforementioned modifications, the project's properties will meet our requirements. So, let's run the project.
