
Remake classic arcade games with Swift and SpriteKit as part of the cartridge classics series, defending bases against wave-based bombs and missiles from scratch.
This section will contain all the art / sound assets used in the course as well as all the Xcode Projects.
Learn to map game elements on a blackboard and design classes for bases, turret, missiles, drone, and bombs, with parallax backgrounds, physics, health states, and particle effects.
Explore creating a universal intro image for a SpriteKit game by resizing an intro screen asset for iPhone and iPad, using SKSpriteNode and device-specific slots.
Create an intro scene in Sprite Kit to serve as a splash screen, replacing the game scene. Transition to the game scene with an SKTransition reveal, direction down, one second.
Create firing particles for the gun turret using a sprite kit emitter, adjust birth rate, lifetime, and position range, and pass location and force to emitters for proper direction.
Set up parallax backgrounds in Swift and SpriteKit by layering stars and a moon, then move them with SK actions in looping sequences for a seamless, multi-speed background.
Create an enemy missile class in SpriteKit with Swift, initialize its sprite and physics body, and launch missiles repeatedly at random x positions to test creation.
Animate the enemy missile using a texture atlas, load frame textures into an array, and loop them with a forever SKAction; add a fire particle emitter for effects.
Explore arcing enemy missiles with random horizontal variance, gravity, and comet trail dots in SpriteKit, using dot sprites, start dot sequences, and SKAction to create fading, growing trails.
Implement the game over loop by adding a game over test, count destroyed bases, and trigger game over when conditions are met, while identifying the active base.
Learn to create explosion effects for missiles using sprite nodes, images, and actions, and implement hit tracking with damage points to determine when to destroy the enemy missile.
Configure the physics contact listener and handle did begin contact between bullets and enemy missiles. Explode at the collision point and remove involved nodes, reusing code for both collision orders.
Implement game over handling by halting actions, exploding all missiles, reviving bases, and restarting the game to reset levels and gravity parameters.
Explore wave stats and leveling mechanics by configuring level variables, drone speed, missile rate, and attack counters, while updating on-screen stats labels and triggering level ups.
Set up a health meter with textures, initialize health, and handle loss to trigger game over and resets. Add scoring for missiles and ricochets, with success and fail sounds.
*****INCLUDES UPDATES SOURCE PROJECTS FOR SWIFT 3
In this Swift and Sprite Kit video tutorial series we will wield our mighty modern programming skills to re-make a classic arcade game. Along the way, we'll also add modern graphics and some new features so the finished product is a more enjoyable app using today's fancier technology. Topics taught includes…