Introduction to Sprite Kit with Swift 3
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Introduction to Sprite Kit with Swift 3

Learn the basics of game development using Xcode
4.2 (67 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
4,208 students enrolled
Created by Justin Dike
Last updated 1/2017
English
English [Auto-generated]
Price: Free
Includes:
  • 2 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Continue working with intermediate level Sprite Kit games
  • Understand the basics of a Sprite Kit based project
  • Use Swift 3 comfortably in a Sprite Kit project
  • Understand the basic project structure for an iOS or Cross Platform Xcode app
View Curriculum
Requirements
  • Download Xcode 8 or higher
  • Have a burning desire to learn one of the best game development platforms!
Description

Jump right into game development with this hands-on style approach to learning Sprite Kit. 

Lecture 1 - This video is a quick tour of the general settings in Xcode 8, and the GameScene.sks file. We'll tinker a bit with some physics properties and run the Simulator a few times to experiment. If you already have some experience with Xcode, you can skip this intro video.

Lecture 2 - In this video tutorial we'll jump right in by adding player art assets to the game, then use them in our Sprite Kit Scene file by setting physics properties on an SKSpriteNode. We'll tinker with some of the physics, then look at how to declare / cast an SKSpriteNode variable in the GameScene.swift which equals the child node setup in the Scene (.sks file).  Sounds like a lot, but its a quick and painless introduction to the power of Sprite Kit and the Scene Editor.

Lecture 3 - In this video tutorial, we'll continue where we left off in the last video and run SKActions on our player. We'll work both with programmatically setup SKActions as well as Actions created using the Timeline in the Scene Editor. Then we'll work with detecting touch locations as well as using the update function to check on the player's location.

Lecture 4 - In this video, we'll continue working with SKActions, by changing the previous lesson's walk actions into a sequence of actions. This will allow you to run code at the end of a sequence. In this example, when the player begins walking we'll make gravity affect him (creating an effect like wind is pushing him), then when the player has stopped walking, gravity will no longer be in affect. We'll also look at create a speed variable for movements and frame animations of the player.

Lecture 5 - We'll take a short break from the previous project and explore the Cross Platform Sprite Kit template included with Xcode. This is a project that has an iOS, tvOS, WatchOS and MacOS Target. The neat thing about this template is all four device types use the same GameScene.swift and GameScene.sks files. So ideally, you can code once and deploy to all those devices. We'll also look at how to add files to a particular device Target after they've already been imported or created (this is done in Xcode's Build Phases tab)

Lecture 6 - In this video tutorial we'll add Swipe, Tap and Rotation gestures recognizers to the scene. We'll discuss properties and related functions for each, as well as converting radians to degrees and removing all gestures from the scene.

Lecture 7 - In this video tutorial, we'll add an SKPhysicsContactDelegate to the class, then add a didBegin contact statement to listen out for physics notifications from bodies. This requires setting the categoryBitMask and contactTestBitMask on the player and a hypothetical building object that we add this lesson.

Lecture 8 - In this final video, we'll use the update method to check where the player is and then change the zPosition (layering) of buildings based on that value. This will make it look like the player is visually in front of or in back of a particular building. Then finally we'll create a Castle class, or subclass of SKSpriteNode, and demonstrate how this custom class can have it's own functions and properties. 

Who is the target audience?
  • New developers to iOS, Swift or Sprite Kit
  • Existing app developers that want to learn game development
Compare to Other Sprite Kit Courses
Curriculum For This Course
8 Lectures
02:06:12
+
Introduction to Sprite Kit with Swift 3
8 Lectures 02:06:12
The Sprite Kit Starting Template
17:28

Adding a Player with Physics Properties
18:25

In this video tutorial, we'll continue where we left off in the last video and run SKActions on our player. We'll work both with programmatically setup SKActions as well as Actions created using the Timeline in the Scene Editor. Then we'll work with detecting touch locations as well as using the update function to check on the player's location.

SKActions and Detecting Touches
17:17

In this video, we'll continue working with SKActions, by changing the previous lesson's walk actions into a sequence of actions. This will allow you to run code at the end of a sequence. In this example, when the player begins walking we'll make gravity affect him (creating an effect like wind is pushing him), then when the player has stopped walking, gravity will no longer be in affect. We'll also look at create a speed variable for movements and frame animations of the player.

SKAction Groups / Sequences and Run Blocks
08:20

We'll take a short break from the previous project and explore the Cross Platform Sprite Kit template included with Xcode. This is a project that has an iOS, tvOS, WatchOS and MacOS Target. The neat thing about this template is all four device types use the same GameScene.swift and GameScene.sks files. So ideally, you can code once and deploy to all those devices. We'll also look at how to add files to a particular device Target after they've already been imported or created (this is done in Xcode's Build Phases tab)

Short Interlude to look at a Cross Platform Project
09:35

In this video tutorial we'll add Swipe, Tap and Rotation gestures recognizers to the scene. We'll discuss properties and related functions for each, as well as converting radians to degrees and removing all gestures from the scene.

Adding Gesture Recognizers
17:24

In this video tutorial, we'll add an SKPhysicsContactDelegate to the class, then add a didBegin contact statement to listen out for physics notifications from bodies. This requires setting the categoryBitMask and contactTestBitMask on the player and a hypothetical building object that we add this lesson.

Detecting Physics Contacts Between Bodies
19:19

In this final video, we'll use the update method to check where the player is and then change the zPosition (layering) of buildings based on that value. This will make it look like the player is visually in front of or in back of a particular building. Then finally we'll create a Castle class, or subclass of SKSpriteNode, and demonstrate how this custom class can have it's own functions and properties. 

Changing zPositions at RunTime, Custom Classes and Conclusion
18:24
About the Instructor
Justin Dike
4.3 Average rating
635 Reviews
42,717 Students
24 Courses
CartoonSmart / Owner / Leader Developer and Instructor

Justin Dike is the founder of CartoonSmart one of the internet's first video training websites. He is a long-time illustrator and animator, focusing mostly on Adobe Flash, and experienced programmer with Swift, Sprite Kit, Actionscript 3, Objective C and Cocos2d. For CartoonSmart he has recorded hundreds of hours of video tutorials and recently published his first full length book titled iOS Programming with Xcode and Cocos2d available in the iBookstore. Justin has also developed many iOS games, including a side scrolling game engine.