
Practice in the playground to improve coding and any skill through hands-on learning. See real-time Swift results, build apps, and treat practice like sports or music to master skills.
Learn how to use variables in Swift and Xcode to store and manipulate data, including strings, integers, doubles, floats, and booleans, with naming practices for clean code.
Learn how to work with variables in Swift, declaring strings and numbers in Xcode. Understand type safety and convert between string, integer, double, and CG float to avoid errors.
Explore arrays as a box of data, using square brackets to store multiple items like strings and ints, and practice zero-based indexing, printing elements, and handling out-of-range errors.
Explore how if statements control game logic in Swift, using conditions, comparisons, and boolean logic to respond to scores, purchases, and internet status.
Explore the if statement, else, and else if, with examples showing how to handle true/false logic, ranges, and error handling in code.
Discover how functions divide up code in Swift, declare and call them, and name them clearly to keep projects readable and easier to debug.
Learn to build iPhone games with SpriteKit in Xcode, creating scenes, nodes, and an update loop, while handling touches and testing in the iPhone simulator using Swift.
Spawn a sprite when the app loads by defining a spawnSprite function, creating an SKSpriteNode with a spaceship image, and adding it to the scene.
Override touches began, moved, and ended in SpriteKit using Swift; track touch location with CGPoint, unwrap optionals safely, and update the player position or spawn sprites for interactive gameplay.
Add and configure an SKLabelNode in a beginner iPhone games project, setting its font name, size, color, and position, spawning the label, and updating the score on touches.
Learn to use SKAction in SpriteKit to sequence waits, fades, and runs on the player and label, then repeat actions.
Learn to compose sequences of SDK actions—rotate by angle, rotate to angle, wait, scale, resize, fade in/out, and remove from parent—to build dynamic iPhone game animations.
Master using a run block to execute code within an action, adjust visuals like background color and alpha, and call functions with self in Swift.
Learn how to create and position a circle using SKShapeNode in SpriteKit, including setting radius, fill and stroke colors, and syncing its position to the player in the update loop.
Learn to build a mine-avoidance game for iPhone using Swift and Xcode. Drag to steer around mines toward a goal, explore circle aesthetics, and scale difficulty as your score grows.
Set up a SpriteKit game by creating a player, mines, and a goal to avoid lines, configure colors, sizes, labels, and physics categories for touch input.
Set up player, mine, and goal sprites in a SpriteKit game by configuring colors, sizes, positions, physics bodies, and collision categories, while spawning mines at random positions.
Add a label node to the SpriteKit scene, configure font name, color, size, alpha, and position, and bind it to display and update the score during play.
Learn to use a for loop and a random function to randomly generate mines in your Swift iOS game, spawning three mines per click and debugging with touches began.
Implement draggable player controls by handling touches moved to drag the player, adjust goal and spawn positions, and test the interaction in a Swift and Xcode iPhone game.
Set up sprite kit physics contact handling by implementing did begin contact, configuring the physics world contact delegate, and detecting collisions among player, mine, and goal.
Set up goal state and movement logic, update the score and mine quantity each time a goal is reached, and continuously check goal position.
Set up the final touches by implementing game over logic, removing the player and goal, updating on-screen text and score, and resetting game variables to restart the scene.
Design simple Illustrator art by creating mine, player, and goal circles with a centered minimalist aesthetic, using no stroke and prepared for Xcode testing.
Drop assets into the game, spawn the player, mine, and goal by matching image names, then adjust the art and stroke and run to test.
Join lab 2 to build a popular whack a mole style game, featuring green versus red circles, color and formatting tweaks, semi-transparent art, and layered tech circles you can customize.
set up a whack-a-mole for iPhone game using Swift and SpriteKit, add game nodes and timers, color constants, and labels, and verify functionality by running on the simulator.
Learn to spawn good and bad blocks at random positions using SKSpriteNode, with green and red colors, a fixed 70 by 70 block size, and accompanying score and timer labels.
Implement good and bad block timers using SKAction sequences and waits, plus a count down timer logic that updates the game state when collecting and adjusts UI elements.
Set up the controls logic by implementing touches began, detecting touches with node at point for good and bad blocks, updating the score, and wiring game over and reset logic.
Implement game over by destroying all blocks and updating game state, then reveal the game over text and reset variables, timer countdown, and scene transition for a fresh start.
Design and export a mossy green tech circle on a 300 by 300 canvas using brushes, layers, and precise placement to enhance game visuals.
Add art to Xcode by importing circle assets, naming images exactly as tech circle 12 and 13, then update the game scene and polish colors for a neater look.
Create an educational math game for iPhone with Swift and SpriteKit, emphasizing design and target audience, and set up color arrays, random color, and two buttons with correct color logic.
Learn to randomize colors, spawn the main label and two buttons, and implement an on-screen score by updating labels as you build the iPhone game with Swift and Xcode.
Setting up colors in a beginner iPhone game project with Swift and Xcode, spawning buttons, randomizing colors, and wiring correct versus incorrect colors for gameplay, tested in the simulator.
Add the correct button logic for touches began by checking touch node names against button names, randomizing color, and updating the score, with handling for correct and incorrect answers.
Preview a gravity flip game and learn how adjusting the cg vector changes gravity direction, tapping dynamics, and core gameplay in a landscape layout.
Kick off a gravity flip game for iPhone by building a SpriteKit scene: add player, floor and ceiling blocks, gravity vectors, colors, and physics categories.
Spawn labels and floors in a SpriteKit game, configure font size and color, set positions, and apply physics body with non-gravity, category and contact test masks.
Add the game objects by spawning the ceiling, floor blocks, and player, assign physics bodies with collision masks, and position and size them for a playable scene.
Set up timers to spawn floor and ceiling blocks at random intervals, move them across the screen, and destroy them after use, while ensuring the player is affected by gravity.
Add physics: implement a did begin contact routine, floor and ceiling block collisions, and a reset game flow with scene transitions for a beginner iPhone game.
Test and debug a Swift game by spawning ceiling, floor, label, timer, and player, adjusting offsets, and validating portrait-to-landscape transitions and gravity.
Discover how to switch gravity in a beginner iPhone game by toggling between down and up gravity on touch, using gravity down and touch gravity booleans and gravity switch function.
Explore the spawning ceiling logic by adjusting the ceiling and move blocks with two hundred offsets, test game mechanics, ensure dynamic is true, and prepare for collision handling.
Switch the player to a contact test bit mask and adjust the game over label font size, then test the reset to ensure the game returns to its initial state.
Develop the move blocks to goal game for iPhone by wiring up a player sprite, collectable, top and bottom blocks, and a score label using SKSpriteNode and SKLabelNode.
Spawn and configure game items, including the player with a physics body, top and bottom blocks, and collectibles, while setting positions, fonts, colors, and category and contact test bit masks.
Handle touches moved by using the touch location to update the player position, add an override function, and spawn multiple collectibles while tracking count toward the goal.
Set up the physics didBeginContact handler to detect collisions between collectibles and blocks using category bit masks and SKSpriteNode objects. Randomize collectible positions and adjust block movement via update logic.
Implement reset logic in a SpriteKit game by handling collectible collisions, updating scores, removing nodes, triggering game over, and resetting variables and spawns for a fresh start.
Reset game variables on start, center the score, revert the font size from 200 to 40, and size blocks to fill the width as you test the game.
Design a 'follow the leader' game where the leader drives the action, use mechanics to evoke emotions and metaphors, and explore deeper game design and thematic editorial notes.
Set up a follow the leader game in Swift with SpriteKit, creating the project and scene. Define leader, player, and blocks variables, set sizes and colors, and configure physics categories.
Add and configure game objects in a Swift SpriteKit scene by creating labels and sprites, setting fonts, colors, positions, and physics bodies, then spawn a leader and collectibles.
Add and spawn block avoid objects with random vertical positions, configure their SKSpriteNode physics bodies, set category and contact masks, and name multiple blocks for use in the game scene.
Spawn the leader and player in didMoveToView and configure the player's physics body, gravity, and masks. Use touches began and moved to control the player.
Spawn two block avoids using a timer, then move them across the screen with SKAction sequences, looping the actions, and destroy blocks to prevent lag.
Learn to set up a leader circle path by creating a circular bezier path, using SKAction follow path with orientation, and offsetting to center the leader for a looping motion.
Spawn the collectibles with a timer, wait for drop speed, and execute a forever repeating drop sequence guarded by a game over check.
Set up SpriteKit physics by declaring the physics contact delegate, configuring the physics world, and implementing did begin contact for collisions among the player, leader, collectible, and blocks 1 and 2.
Set up game over logic and reset game functions to handle player collisions, update score from collectibles, and reset the game with scene transitions.
Create custom game art in Illustrator by stacking layers, building shapes with rectangles and circles, applying an art brush, and shaping leader, player, and collectible assets with precise colors.
Drag art assets into the Xcode project, assign image names (leader, player, collectible, void) with correct casing, and adjust sizes to fit the scene.
Learn to build 6 games for iPhone in Swift 3 with SpriteKit! Learn to build effective cash earning games by learning the secrets of development. Take your skills to a whole new level.
You will build this app from scratch! You don't have to have any prior experience in game development.
The course is structured so that it begins slowly, and with each lecture, you will understand more and more fundamentals about developing games with SpriteKit.
This course is project based so you will not be learning a bunch of useless coding practices. At the end of this course you will have real world apps to use in your portfolio. We feel that project based training content is the best way to get from A to B. Taking this course means that you learn practical, employable skills immediately.
Five of the top ten highest grossing apps on the iOS App Store are games. If you ever had an idea for an amazing game and needed a clear, step-by-step course from a friendly teacher, this course is for you.
One of the best features is that you can watch the courses at any speed you want. This means you can speed up the or slow down the video if you want to.
You can use the projects you build in this course to add to your LinkedIn profile. Give your portfolio fuel to take your career to the next level.
Learning how to code is a great way to jump in a new career or enhance your current career. Coding is the new math and learning how to code will propel you forward for any situation. Learn it today and get a head start for tomorrow. People who can master technology will rule the future.