SlideShare a Scribd company logo
Game
Development via
Sprite Kit
BUŞRA DENIZ
Buşra Deniz
Çanakkale Onsekiz Mart Üniversitesi
Bilgisayar Mühendisliği
Dotto Bilişim Teknolojileri
Mobile Software / Game Developer
Netaş
Mobile Engineer
www.busradeniz.com
busradeniz@outlook.com
@busradeniz
Frameworks for game development
 OpenGL ES
 UIKit controls and views
 Third-party libraries (Unity, Unreal 3D, cocos2D, Flash -
as3)
OpenGL ES
Hard to learn
Good for experienced programmer /
company
Cross plotform solutions
Good performance but code complexity
UIKit controls and views
Default iOS programming framework
Buttons, pickers, views, navigation
bars etc.
Easy but bad performance
Same interface with other iOS apps
Third-party libraries
Unity
Unreal 3D
Cocos 2D (4000+ games)
Corona SDK etc.
Cocos2D vs Sprite Kit
What is Sprite Kit ?
Apple's 2D game engine for iOS 7
Pros
Part of iOS SDK
Easy to use API
Built-in tools
Built-in Physics engine
iOS / Mac
Cons
Locked into iOS ecosystem
No ability to write custom OpenGL
code
Doesn't have as many useful features
as Cocos2D
First Sprite Kit Project
Sprite Kit Basics
SKView
SKScene
SKNode
SKAction
SKView
SKScene
Only one scene at a time is present on
SKView
SKNode
 SKNode
 SKSpriteNode
 SKLabelNode
 SKShapeNode
 SKEmitterNode
 SKEffectNode
SKNode properties and methods
Properties
 position
 zposition
 xScale - yScale
 name
Methods
 childNodeWithName:(NSString *) name
 enumerateChildWithName:usingBlock
Code sample
self.scoreLabel = [[SKLabelNode alloc]
initWithFontNamed:@"Chalkduster"];
self.scoreLabel.fontSize = 15;
self.scoreLabel.color = [UIColor whiteColor];
self.scoreLabel.position = CGPointMake(20, 300);
self.scoreLabel.zPosition = 100;
[self addChild:self.scoreLabel];
SKAction
Move actions
Rotate actions
Actions that change node scale over
time
Actions that combine other actions
(sequence: / repeatAction:)
Code sample
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
SKAction *moveUp = [SKAction moveBy:CGVectorMake(0, 100)
duration:0.8];
SKAction *moveDown = [SKAction moveBy:CGVectorMake(0, -100)
duration:0.6];
SKAction *seq = [SKAction sequence:@[moveUp, moveDown]];
Player *player = (Player*)[self childNodeWithName:playerName];
[player runAction:seq];
}
Game Interaction
Touching the screen
Gesture recognizers
Accelerometer and gyroscope
Game Controller events
Handling touches
 -(void)touchesBegan:(NSSet *)touches
withEvent:(UIEvent *)event
 -(void)touchesMoved:(NSSet *)touches
withEvent:(UIEvent *)event
 -(void)touchesEnded:(NSSet *)touches
withEvent:(UIEvent *)event
 -(void) touchesCancelled:(NSSet *)touches
withEvent:(UIEvent *) event
Code sample
-(void)touchesMoved:(NSSet *)touches
withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
SKSpriteNode *touchedNode = (SKSpriteNode
*)[self nodeAtPoint:[touch locationInNode:self]];
if (touchedNode.name == playerName) {
Player *player = (Player*) touchedNode;
player.selected = YES;
return;
}
}
Gesture Code Sample
- (void) handleSwipeRight:(UIGestureRecognizer *)recognizer
{
if (recognizer.state == UIGestureRecognizerStateRecognized) {
backgroundMoveSpeed += 50;
}
}
- (void) handleSwipeLeft:(UIGestureRecognizer *)recognizer
{
if (recognizer.state == UIGestureRecognizerStateRecognized &&
backgroundMoveSpeed > 50) {
backgroundMoveSpeed -= 50;
}
}
Sprite Kit Run Cycle
Code sample
- (void)update:(CFTimeInterval)currentTime{
Insert the following code into it:
[self enumerateChildNodesWithName:@"theLabel" usingBlock:^(SKNode
*node, BOOL *stop) {
node.position = CGPointMake(node.position.x - 2, node.
position.y);
if (node.position.x < - node.frame.size.width) {
node.position = CGPointMake(self.frame.size.width, node.
position.y);
}
}];
}
Questions ?
Thanks...

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