Download Build iOS Games with Sprite Kit: Unleash Your Imagination in by Jonathan Penn, Josh Smith PDF

By Jonathan Penn, Josh Smith

ISBN-10: 1941222102

ISBN-13: 9781941222102

Strength up your internal online game developer and begin development impressive video games with Sprite equipment. This publication will educate you every little thing you want to find out about Apple's 2nd video game engine. when you have a few programming adventure yet you are new to video game improvement, you are going to hit the floor operating, no complicated instruments required—just the Sprite equipment SDK. you are going to commence quickly via construction a single-finger countless runner video game, the place the target is to stick alive so long as attainable and rack up issues. you will discover the Sprite package 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 trouble. Then you will 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

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The first is a CGPathRef, a Core Graphics data structure that holds the definition of the Bézier curve we’ll create in a moment. The second parameter, asOffset, lets us treat the actual point values of the path as offsets from the node’s starting points or absolute positions on the screen. We’re passing in YES because we don’t want the points of our path to be interpreted absolutely. We’re setting the starting point of this ship randomly and want the path to be interpreted as offsets treating the starting point as the origin.

1 Now, every time this update action is run, we throw the dice and execute the -launchStar method only 30 percent of the time. Let’s implement that method next. 0f; SKAction *move = [SKAction moveByX:0 y:destY duration:duration]; SKAction *remove = [SKAction removeFromParent]; [star runAction:[SKAction sequence:@[move, remove]]]; } We’re calculating a random starting point at the top of the screen and traveling to the bottom, just like we did when we sent the asteroids and power-ups on their path.

Notice how small the effect is, with a very slight trail out the bottom. We’ll add this effect to the bottom of our ship node, which will give the appearance of a continuously firing thruster. Here’s how each of the parameters works together: • Particle Texture—This is set by the template you picked when creating the file. png; you can substitute any image you want for the particles, but what comes out of the box will work fine for us. info report erratum • discuss Building Thruster Fire with Xcode’s Particle Editor • 43 Figure 16—The thrust particle emitter settings • Particles—We don’t need a lot of nodes to achieve the small rocket-thrust effect, so a birthrate of 100 particles per second is fast enough.

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Build iOS Games with Sprite Kit: Unleash Your Imagination in Two Dimensions by Jonathan Penn, Josh Smith


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