
Download and install Xcode from the Apple developer site, create a new iOS single-view app, and explore built-in simulators to begin learning with SpriteKit.
Explore the Xcode interface, file structure, and core components for building iOS apps, including storyboard, view controllers, assets, and the run and build workflow.
Explore the Xcode interface and files such as view controllers and storyboard, then build a UI with actions and outlets to run, debug, and update a label on button press.
Learn to navigate the Xcode general interface, including menus, navigators, editors, and run and debug tools, to set up, code, build, and test ARKit or SpriteKit projects.
Explore the Xcode file system for iOS apps, learn what each file does—from app delegate to main storyboard and assets—and how to manage frameworks, build settings, and capabilities.
Learn how a Swift view controller and the main storyboard drive app startup, with viewDidLoad initialization, UIKit imports, and preparing UI elements for display.
Master the storyboard file, connect view controllers to Swift classes, and use the attributes and size inspectors to adjust UI elements and constraints in multiple device layouts.
Connect outlets and actions to your storyboard elements, wiring a label and a button to the view controller, so button presses update the label text and appearance.
Connect actions and outlets to update a display label when a button is pressed, then build, run, and test the app in the Xcode simulator, using the console for debugging.
Master debugging in Xcode by using breakpoints, stepping through code, and inspecting variable values to locate issues quickly.
Discover how to set up and run augmented reality apps with ARKit in Xcode, using ARSCNView, 3D models and textures to place objects in real space.
Explore setting up an augmented reality scene with ARKit and SpriteKit, wiring the view controller and scene view, configuring world tracking, and loading scenes.
Explore the ship scene, adjust object position from local to world coordinates, manage bounding boxes for collisions, and tune geometry, textures, and lighting to understand scene and object properties.
Move around 3d scenes in ARKit and SpriteKit by switching local, world, and screen perspectives, using fly and turntable controls, and exploring the scene graph, planes and lights.
discover how to add primitive shapes in SceneKit for ARKit and SpriteKit, including planes, boxes, spheres, cylinders, cones, capsules, and 3-d text, with size, radius, segments, and lighting.
Discover how to add primitive shapes to ARKit and SpriteKit scenes, including planes, boxes, spheres, cylinders, cones, capsules, pyramids, floor, and 3d text, with size, radius, height, and segment counts.
Add and customize text primitives in your scenes by resizing, extruding, and using the Futura font to create 3d text, then adjust color and lighting to see how scene changes.
Learn how to add geometry on the fly by creating primitives such as a box and attaching them to a scene node; position with a vector3 and add to root.
Create separate functions for each primitive, such as box, plane, and sphere, define their geometry and dimensions, and refactor to reuse a create node workflow in ARKit SpriteKit.
Introduces SpriteKit with Spryte kit in Xcode, covers the basics, interface, files, sprites, actions, and physics bodies, and builds three starter games: Pong clone, Breakout clone, and Space Invaders clone.
Learn to build games with ARKit and SpriteKit by mastering sprites, physics bodies, textures, and AI through hands-on scene creation and three games like brick breaker and space invaders.
Explore the SpriteKit interface and project structure, learn how the game view controller and game scene use SK nodes to handle touches, labels, and simple animations.
Set up and display SpriteKit scenes with SKView, presenting scenes and using edge physics boundaries. Learn about nodes, physics, and frames per second for performance insight.
Explore how the SKScene acts as the root node that renders content, how Swift and SKS files build and manage nodes, actions, and the per-frame update and rendering cycle.
Explore SKNode basics by creating and naming sprite and label nodes, organizing them in a scene graph, and using position, anchor, textures, and physics bodies with actions.
Access and manipulate existing nodes in a SpriteKit game scene by name, cast to SKSpriteNode, SKLabelNode, or SKShapeNode, then spawn new nodes programmatically and manage them with addChild and removeFromParent.
Master SpriteKit node relationships by attaching children to parents, adjusting anchors, positions, and rotation, and applying actions to see simultaneous parent-child effects.
Explore sprite animation with SKAction in SpriteKit, including move by, move to, scale, rotate, and fade. Learn to loop and sequence actions across sprites and nodes within action scenes.
Learn to attach actions to sprite nodes in SpriteKit using Swift, building sequences, parallel actions, delays, and repeats to control movement, rotation, and fading.
Explore physics bodies and physics world in SpriteKit, creating nodes with bounding rectangles, and configure dynamic, gravity, mass, damping, friction, restitution, and category, collision, and contact masks to control interactions.
Modify and control SpriteKit physics bodies in swift by adjusting gravity, restitution, and mass, apply impulses, and configure edge boundaries and bit masks for collisions in simple games.
Learn how to fix common SpriteKit collision problems between nodes and edges by using the physics contact delegate to detect contact and apply impulses, ensuring proper bouncing.
Explore field nodes in SpriteKit, learning how to attach gravity, drag, and other physical fields to nodes, control interactions with category masks, and shape scene behavior.
Learn to build a simple breakout game in SpriteKit with Xcode and Swift, featuring nine bricks, a paddle, a ball, one life, and basic win/lose conditions.
Learn to build a breakout game in SpriteKit, adding nodes, labels, and physics bodies, handling collisions and touch controls to create an interactive, end-to-end game development workflow.
Set up the main game scene for a breakout game by adding paddle, ball, and bricks as sprites, configuring physics bodies, categories, and collisions for future gameplay.
Initialize scene variables and create an edge boundary to keep the ball in play. Configure bit masks with an enumeration for paddle, ball, bricks, then test collisions by applying impulse.
Implement paddle movement via touch to set the paddle’s x position while keeping y constant, and remove bricks when the ball collides using a SpriteKit physics contact delegate.
Implement game over logic for a brick-breaker game using ARKit and SpriteKit. Win by removing all bricks; lose if ball hits bottom; pause scene; reset on touch with win/lose label.
Apply impulse-based collision fixes in the didBeginContact handler to prevent slow sliding on edge, brick, and paddle collisions, ensuring a reliable game at both low and high speeds.
Build a breakout clone from start to finish in SpriteKit, setting up sprites and physics bodies, handling collisions, and implementing game over and restart logic.
Demonstrates building a simple pong clone in SpriteKit with Swift 3, covering setup in Xcode, scene and nodes, player and opponent movement, collisions, scoring, and textures.
Build a game from scratch in spritekit, create the scene with nodes and labels, implement touch interactions and sk actions, and add scoring, win/lose detection, and basic opponent responsiveness.
Design a breakout-style game scene in SpriteKit by adding play paddle, opponent paddle, ball, and labels in an sks file, with physics and collisions prepared for the swift file.
Finish the setup in GameScene.swift by initializing five nodes (paddles, ball, score labels), add an edge boundary, set bit masks for collision and contact, and apply an initial ball impulse.
Enable touch-driven player paddle movement and an opponent paddle that follows the ball with a two-second delay, while preparing scoring and win/lose logic for a simple Pong-style game.
Learners implement a SpriteKit-based scoring system for a pong-like game, track player and opponent scores, detect top and bottom touches, update score labels, and reset after game over.
Learn how to fix slow moving collision issues in a SpriteKit game by detecting contacts, resetting velocity, and applying impulses to ensure proper bounces off edges and paddles.
Complete the pong-style game by adding a ball texture with an alpha mask for accurate physics, while setting up the scene, paddles, edge boundaries, and scoring.
Explore modded paddle collision in a pong-style game. Vary ball ricochet angles and track the last scorer to direct the ball toward the opponent or player after a score.
Learn to build a space invaders clone in SpriteKit, implementing player ships, alien movement, laser firing, removing aliens, win/lose conditions, and textures for a polished look.
Learn to build a space invaders clone from scratch with a scene and physics bodies, implement touch controls to move the ship and fire bullets, and add win/lose logic.
Learn to set up a game scene with ARKit and SpriteKit by building a background, a player ship, and alien nodes, and configuring physics bodies and collision masks.
Finish setting up the game scene by adding an edge physics body to keep objects inside the stage, configuring collision bit masks, and initializing the player ship for bullet-alien collisions.
Implement player and alien movement using touch input for the player, and SK actions to move aliens left, down, and right in a looping pattern within the game scene.
Spawn and fire bullets in an ARKit and SpriteKit scene by tapping the spaceship, creating a bullet node with physics, applying an impulse, and handling edge and alien collisions.
Implement bullet collision handling in SpriteKit using the physics world delegate and didBegin contact to remove bullets on edge or alien hits.
Learn to implement end game logic by defining winning and losing conditions, update and pause mechanics, and scene reset to reload after win or loss, with tests using alien count.
Set up a pixel art scene by creating a 20 by 20 pixel canvas, enabling a 1x1 grid, using nearest-neighbor interpolation, and painting a spaceship with a 1-pixel pencil.
Learn how to create a pixel art UFO by painting a layered body, mirroring halves, applying teal and gray tones, and adding window lights and reflections.
Create a pixel art spacecraft by designing a layered ship, shaping a rocket-style body with wings, cockpit, and engines, then add colors, decals, and details to finalize a silhouette.
apply glow and inner glow to the pixel art ship, adjust colors from green to red, and resize the artwork for export as transparent pngs.
Learn to build a space background in Photoshop by creating an earth-like planet with ocean and land layers, adding atmosphere, glow, and hue adjustments for a vivid space scene.
Import textures into the assets folder, apply them to the space background, player ship, and alien ships, resize, and switch to alpha mask physics bodies for accurate shapes.
Enhance SpriteKit-based Space Invaders gameplay with bonus features: aliens speed up over time and fire downward bullets from random aliens, with collision handling and game over logic.
Explore Sketch basics from installation to UI navigation and vector tools. Master layers, art boards, boolean operations, masks, and text to craft polished designs.
Explore colors, gradients, and layer styles in sketch, manage global and document colors, and reuse symbols, then discover online resources and color palettes for ARKit and SpriteKit game development.
Explore Google Fonts and Last Type, master Sketch plugins, content generator, and library workflows to design mobile app UIs with wireframes and nested symbols.
Learn to design a minimalist settings and user interface, prototype interactions, export assets, and craft an app icon and landing page for a waves-inspired mobile app.
Master Sketch shortcuts to speed up your design workflow—center canvases, cycle artboards, group and ungroup, and manage layer order. Learn grids, custom shortcuts, cloud collaboration, and basic timeline animations.
Learn how HTML defines web pages through markup tags and the doctype, and how the HTML, head, and body structure render content in the browser.
Write your first html in an online editor (jsbin) with live output, learning to structure with doctype, html, head, body, and common tags like p, h1, and strong.
Learn to structure web content with ordered and unordered lists, nest list items, and use HTML comments to aid code development.
Explore nesting lists in web layouts, create sublists for navigation dropdowns, and learn proper tag closure, indentation, and comments to manage complex, readable markup.
Explore how to load images in html using the img tag with src and alt attributes, including relative and absolute URLs, placement, and accessibility considerations.
Load images in lists by nesting image elements inside list items within unordered lists, using donut images with descriptive alt text to illustrate itemized visuals.
Transform images into clickable links by wrapping image sources in anchor tags, linking to destinations like image URLs or web pages, and presenting them clearly for users.
Learn how to create mailto links with the a element in HTML, enabling users to click and open their email client with the email address provided in the link.
Explore how to divide a web page into logical sections using div elements, with examples of header, main, and footer, and consider semantic alternatives for clearer, maintainable code.
"I am learning the basics of SpriteKit and XCode. Great teacher." - James M, Mammoth student
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Why SpriteKit?
SpriteKit is the framework for making 2D games for Apple products. It's free! You can make cool games, from super simple to more complex, in SpriteKit. SpriteKit provides support for cool special effects and physics. It's a fun interface to express your creativity. Before you know it, you could see a game you built in SpriteKit in the App Store!
To give a game functionality, you add code to your game's objects in Xcode. Xcode is a user-friendly programming language that is easy to understand.
Anyone can use SpriteKit.
In this course, you learn how to make simple 2D games using Apple's SpriteKit. You build the following games: Breakout Clone, Pong Clone, and Space Invaders. This course is unique because we make both the code and the design for the games from scratch.
Other tutorials only show you how to make the functionality or design of a game. We at Mammoth Interactive show you how to do both.
Don't worry if you've never coded before. We start simple and add more to the game as the course goes on. This course begins with an introduction to SpriteKit for those who have never used it before. You will learn how to navigate SpriteKit's interface.
Why Should I Learn Xcode?
Xcode is Apple's FREE software for app development. Xcode is so convenient to use. We love it, and you will, too!
Xcode allows you to make complex and creative apps. At the same time, it is accessible for beginners who want to make simple apps. Swift 4.0 is the programming language to learn if you want to make apps for Apple products.
Is this course for me?
Even if you're not an artist, you can design basic games. You may have heard of Axiom Verge and Stardew Valley. These games are million-dollar successes. But did you know that only one person made each?
Usually it takes a whole team of people to build a game. But creators Thomas Happ and Eric Barone developed and designed their games by themselves. Now they're millionaires. You can do it, too.
By taking this course, you will gain the tools you need continue improving yourself in the field of game development. You will be able to apply what you learned to further experiment in SpriteKit or any other game development framework.
Let's get started!
Also, now included in this course are bonus courses of other related topics, such as C# and Java! You get more content at a great price!
Enroll now to join the Mammoth community!