
Explore iOS control systems with Swift Sprite Kit by building character control using virtual d-pads, joysticks, accelerometer, and gesture recognizers, culminating in physics-based object collisions and a sysctl example.
Tap the screen to move a sprite character relative to the touch, using a simple relative control system in an iOS SpriteKit game.
Create a sprite that follows a path using SKAction in SpriteKit, while aligning the scene to device bounds, anchoring the sprite, and visualizing the path with a colored stroke.
Implement a centipede-style movement in Swift SpriteKit by chaining actions and sequences for multiple sprites, with timed spawning to form a snake chain.
Explore gesture recognizers in Sprite Kit by building a rotating scene with a target and animated ship, covering rotation, taps, swipes, pinches, and long presses.
Learn to build a SpriteKit animated texture sequence using a texture atlas, arrays of frame names, and SKAction to run, resize, and repeat textures smoothly.
Learn to set up tap and rotation gesture recognizers in Swift Sprite Kit, configure number of taps and touches, attach actions, and remove gestures during runtime.
Master swipe gestures to rotate a ship in iOS Sprite Kit using a UI swipe gesture recognizer for right, left, up, and down, converting degrees to radians for z rotation.
Explore implementing a long press gesture recognizer and a pinch recognizer in Sprite Kit, including setting minimum press duration, allowable movement, and touch counts, and wiring center data for feedback.
Implement top-down ship movement with a virtual joystick, where speed increases with distance from center, using update-driven velocity and optional strict compass directions.
Create a side-scrolling scene in SpriteKit, replace the ship with a player class, and enable joystick-driven movement with physics and ground collision testing.
Create a reusable object class from sknode and initialize it with a dictionary, enabling multiple platform instances with image name, body type, location, and x-axis placement.
Learn to pass ground data into a class, convert string data to cg points, and create multiple platform sprites with physics bodies and collision masks for a side-scroller.
Set up a physics contact delegate on the scene, configure category and contact masks for player, ground, and object, and implement didBegin contact to identify bodies and respond.
Explore how a joystick moves the character in a side-scroller using SpriteKit, enabling walking, running, and jumping. See collision-driven jump stops on platforms and the addition of double jump.
Implement jumping mechanics using atlas animations and a 23-frame jump action, add collision handling, and test slow and double jump behaviors on your actual device.
Learn slingshot style controls in a Swift SpriteKit side-scroller by making a world node movable, using touch input to launch the player with gravity disabled, then re-enabling physics.
Feel free to ask any questions, and you might see it get answered with a video!
****INCLUDES UPDATED SOURCE FILES FOR SWIFT 3
This seven hour tutorial series has one main aim to it: give you a quick start guide to programming one of the hardest elements of any game, controlling your characters. Most programmers begin a new app by prototyping the controls. It's just a natural starting point for production, and it can be one of the biggest stumbling blocks for new developers. With a dozen example projects and 24 videos, you can start wherever you like and implement any of the control systems below…
This series was developed with Swift 1.2 and uses Apple's very own Sprite Kit game engine. While you master the control methods above, you'll also learn the basics of game development: animating texture atlases, creating classes for players and collision objects, working with physics, creating world nodes, and countless other nuggets of know-how for making an awesome game with Xcode.