spritekit game tutorial

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Spritekit mobile game joystick joystick use--by Ifiero game development tutorial

* 0.12Let XPos = sprite.position.x + xLet YPos = sprite.position.y + ySprite.position = Cgpoint (X:xpos, Y:ypos)//Update aircraft locationSprite.zrotation = data.angular//aircraft angle steering;}When the joystick is stopped;Joystick.stophandler = {[unowned self] inGuard Let Sprite = Self.playernode else {Return}Print ("Stop", Sprite);}}```> Add joystick function to the override Func Didmove (to View:skview) {}```Game Handle StartOverride Func Didmov

SpriteKit Game Development [6] using physical engines (I) and spritekit Game Development

SpriteKit Game Development [6] using physical engines (I) and spritekit Game Development /* Above, The Valentine's Day of the past two days has always been plain. This blog was intended to be written on that day, but it has no mood on that day. One year ago, on Valentine's Day, I made a "geek chicken" and claimed that

SpriteKit game development [5] Rotation & amp; Anchorpoint, spritekit Game Development

SpriteKit game development [5] Rotation Anchorpoint, spritekit Game Development Recently, I encountered some problems about the animation effect of rotation. I have a deeper understanding of the rotation in SpriteKit in the process of solving the problem. I would like to su

SpriteKit game development: [4] screen adaptation skills, spritekit Game Development

SpriteKit game development: [4] screen adaptation skills, spritekit Game DevelopmentScreen adaptation skills Multi-screen resolution is really the opposite for developers! As the saying goes: If the screen is too different, I will stick to the southeast branch ~ However, for game

IOS 2D Game Development Framework spritekit--> (postion, Anchor Point, game scrolling scene)

the scene, and is called every second .*/ the-(void) Update: (cftimeinterval) currenttime {98[Self Backmove:2]; About - 101 }102 103 @endUiviewcontroller Call1- (void) Viewdidload2 {3 [Super Viewdidload];4 5 //Configure the view.6Skview * Skview = (Skview *) Self.view;7Skview.showsfps =YES;8Skview.showsnodecount =YES;9 /*Sprite Kit applies additional optimizations to improve rendering performance*/TenSkview.ignoressiblingorder =YES; One A -Gamescene *scene =[[Gamescen

Use swift and spritekit to write a ninja game

The game in this article is completed using spritekit and swift language. Spritekit is Apple's own game engine, which is better suited to the underlying API of the IOS system. However, its architecture and implementation are similar to cocos2d. So the usage is actually not much different, but

Write a ninja game with Swift and Spritekit

This article of the game uses Spritekit and swift language to complete.Spritekit is Apple's own game engine that fits the underlying API of the iOS system, but architecture and implementation mimic cocos2d. So the use of the fact that the difference is not small, just spritekit more lightweight.Program entryThe main fu

How to Use the atlasc texture set (generated using TexturePacker) when developing a game using SpriteKit in xcode7.3)

How to Use the atlasc texture set (generated using TexturePacker) when developing a game using SpriteKit in xcode7.3) Because the resource file to be used is a small set of images, we need to first generate a large image and include all the small images in it, the best way is to use a third-party tool to implement this function. 1. First download TexturePacker. The latest version when writing this article

Spritekit Add a height marker to the game bounce character

This is a similar to jumping Doodle small game, the protagonist constantly eat energy ball to get jumping energy to jump to a higher place, if the picture hit the black hole is hung ...In the game debugging process if you can know in real time the height of the protagonist is good, which will help the program ape dynamic judgment game victory and defeat logic.You

IOS 2D Game Development Framework spritekit--> (Create User Role Wizard-original)

+ if(Location.y >= self.size.height-(FirendPlane.size.height/2)) { - $LOCATION.Y = Self.size.height-(FirendPlane.size.height/2); $ - - the}Else if(LOCATION.Y 2)) { - WuyiLOCATION.Y =FIRENDPLANE.POSITION.Y; the - } Wu -Skaction *action = [Skaction moveto:cgpointmake (Location.x, LOCATION.Y) Duration:0]; About $ [Firendplane runaction:action]; - } - Twohttp://download.cs

IOS 2D game development framework SpriteKit -- & gt; continued (create enemy genie), iosspritekit --

IOS 2D game development framework SpriteKit --> continuous (create enemy genie), iosspritekit -- This includes the spritekit mentioned later. I will focus on a case. This case is a simple 2d airplane war game. Today, I am talking about creating a hostile genie, that is, a hostile plane, hostile planes are constantly re

IOS 2D Game Development Framework spritekit--> (create hostile sprites)

This includes the following Spritekit I will be around a case, this case is a simple 2d aircraft war game, today I say the creation of hostile elves, is hostile aircraft, hostile aircraft is constantly refreshed to the screen .... Of course, the class involved in fact is still, elves, and materials two classes, the two classes in the first two cases have appeared, the use of the same method, mainly look at

iOS development-game screen adaptation (SpriteKit)

contraction, will cause the image in that direction to be truncated. So the display is not complete)Similarly, the display effect of IPhone6.? IPad Retina [4:3 or 1.33]: Displayed as-is to fit the 2048x1536 screen size.? IPad Non-retina [4:3 or 1.33]: Aspect fill would scale a 2048x1536 playable area by 0.5 to fit the 1024x768 screen size.? IPhone 4S [3:2 or 1.5]: Aspect fill would scale a 2048x1366 playable area by 0.47 to fit the 960x640 screen size.? IPhone 5 [16:9 or 1.77]: Aspect fill woul

IOS development-game screen adaptation (SpriteKit) and iosspritekit

IOS development-game screen adaptation (SpriteKit) and iosspritekit When we develop an App, we usually want it to run simultaneously on the iPhone, iPad, and Mac, especially games. In this way, we need to consider the different resolutions of different devices, which is troublesome to process. For example, according to the official practice, we need to provide such as xx.png, xx@2x.png, xx@3x.png, xx ~ IPad

Swift-multi-layer seamless cycle scrolling background (spritekit game development)

纹理var texture = SKTexture(imageNamed: "background_f0")//近处背景由2章无缝衔接图组成var bg0 = SKSpriteNode(texture: texture)bg0.anchorPoint = CGPointMake(0, 0)var bg1 = SKSpriteNode(texture: texture)bg1.anchorPoint = CGPointMake(0, 0)bg1.position.x = bg0.frame.widthbg0.zPosition = 10bg1.zPosition = 10bg0.position.y = 70bg1.position.y = bg0.position.yself.addChild(bg0)self.addChild(bg1)arrBG.append(bg0)arrBG.append(bg1)}required init(coder aDecoder: NSCoder) {fatalError("init(coder:) has not been implemented")

IOS development-game screen adaptation (SpriteKit)

IOS development-game screen adaptation (SpriteKit) When we develop an App, we usually want it to run simultaneously on the iPhone, iPad, and Mac, especially games. In this way, we need to consider the different resolutions of different devices, which is troublesome to process. For example, according to the official practice, we need to provide such as xx.png, xx@2x.png, xx@3x.png, xx ~ IPad.png, and xx ~ Di

IOS 2D Game Development Framework spritekit--> (perfect role function)

*roleplaneimagetextture =[Sktexture texturewithimage:roleplaneimage];9Firendplane.playerbulletsprite=[skspritenode spritenodewithtexture:roleplaneimagetextture Size:CGSizeMake (DEVICE _width*0.06, device_width*0.06)];Tenfirendplane.playerbulletsprite.zposition=1; OneFirendplane.playerbulletsprite.position=cgpointmake (firendplane.position.x, firendplane.position.y+Ten ); A [self addChild:FirendPlane.PlayerBulletSprite]; -FirendPlane.PlayerBulletSprite.physicsBody =[Skphysicsbody bodyWithRectang

Swift-Get screen click coordinates under All objects (Spritekit game development)

for the click response of the object element in the scene, we can process it uniformly within the Touchesbegan () method of the scene. Skscene in Touchesbegan () is a way to respond to a screen click, where we can first get all the objects under the click, and then filter out the desired object and then call the method of the object. 123456789101112131415161718192021222324252627 import SpriteKitclass GameScene: SKScene {//当切换到这个场景视图后override func didMoveToView(view: SKView) {}//

Swift-Create and set a background (spritekit game development)

1, first the background image Bg.jpg,[email protected] directly into the images.xcassets2, set the following code (the background map directly fills the entire screen) 12345678910111213141516 import SpriteKitclass GameScene: SKScene {//当切换到这个场景视图后override func didMoveToView(view: SKView) {//将Images.xcassets中的bg.jpg 来制作背景var bg = SKSpriteNode(imageNamed: "bg")//设置位置bg.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));self.addChild(bg) }//响应屏幕点击的方法overri

IOS Dev (49) official SpriteKit Game template of Apple

IOS Dev (49) official SpriteKit Game template of Apple Basic Architecture-AppDelegate-ViewController: Basic VC. -MyScene: animation scenarios, processing actions, and so on.Instantiate a ViewController in AppDelegate and instantiate a MyScene in ViewController.AppDelegate- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions{ self.window = [[UIWin

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