Swift 2.0 and Sprite Kit Basics for Game Developers
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Swift 2.0 and Sprite Kit Basics for Game Developers

Learn the basics of Swift 2.0 and Sprite Kit. Included are past lessons for Swift 1 which still apply.
3.8 (44 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.
7,278 students enrolled
Created by Justin Dike
Last updated 8/2015
English
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Includes:
  • 6 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Feel comfortable with common programming terms in Swift
  • Create functions, variables, and work with different types
  • Be able to import image assets and work in a simple Sprite Kit based physics environment
View Curriculum
Requirements
  • Have Xcode 6 or 6.1
  • Use a Mac, preferably with Yosemite but not required
Description

In the Swift Basics section of video tutorials, I’ll teach some of the basic things you can do with Swift in Xcode. If you’re completely new to programming or just need a little refresher, this is a great starter tutorial series, and it is all completely free.

In the Swift and Sprite Kit section, you can follow right along with me during my first week with Sprite Kit and Swift. Although, I’m quite comfortable behind the wheel with Sprite Kit, these videos were recorded over my first 5 days with Swift, so this series is a bit more off-the-cuff, experimental, and reveals some of my initial “ah-ha” moments with the language.

Who is the target audience?
  • No prior programming knowledge is needed
  • Anyone who wants a refresher in some general programming topics with Swift
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Curriculum For This Course
Expand All 35 Lectures Collapse All 35 Lectures 05:53:25
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Swift 1.0 Basics (recorded in the not-so-distant past, so it still applies)
10 Lectures 01:40:43

In these video tutorials I’ll be teaching some of the basics of Swift in Xcode. This lesson we’ll look at simply opening Xcode and creating a Swift based Sprite project.

Initial Setup With Xcode
06:47

Variables, Optionals and More
09:47

This video we’ll look at writing a function (or the thing formally known as "methods" in Objective C), passing a parameter into it, and returning a value from the function.

Functions
11:15

This lesson we’ll look at if statements, if…else statements, bool variables, and how to create a variable in an if statement when an optional does not equal nil. For example…

if let siteName = siteToPlug {

println(siteName)

}

If Statements
12:24

This lesson we’ll look at enumerations and switch statements

Enumerations and Switch Statements
09:36

This tutorial we’ll look at the Swift way of making Arrays and iterating through either with a for loop.

Arrays and For Loops
06:47

This tutorial we’ll look at the Swift way of making Dictionaries and iterating through either with a for loop.

Dictionaries and For Loops
09:23

This tutorial we'll look at creating Classes (and briefly Structs).

Classes and Structs
12:51

This tutorial we'll look at adding initializers to our class from the previous lesson.

Classes (Continued) with Initializers
11:23

This tutorial we'll look briefly at creating a subclass of an Enemy class.

Subclasses
10:30
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Swift 1.0 and SpriteKit (recorded in the not-so-distant past)
13 Lectures 02:18:02

In this series, I'll be documenting my first 5 days using Swift. The highs, the lows, the "ah-ha" moments, it'll all be here. Although I'm no novice to game programming (I've written a book, recorded hundreds of hours of programming tutorials and created an iOS game engine), this is a brand new programming language for me too. I'll be using Swift and Sprite Kit, so for you budding game developers out there, this is a great primer series to get you started on the road to making your first app.

Day 1 - Basics of Using Swift and Sprite Kit
12:07

This continues right where the first video from Day 1 leaves off.

Day 1 - Continuing with the Basics
10:55

In this video, we'll play around with some of the physics using Swift and Sprite Kit.

Day 2 Using Swift and Sprite Kit - Let's Play with Physics
14:59

Its now my 3rd day with Swift, and in this video, I'll start a new project, bring in new art assets, and discuss enum types, and look at how we could use them to examine different states of a game character or enemy. If you feel comfortable with setting up your Swift-based project already feel free to skip to around the 6:00 mark.

Day 3 - Using Enumerators for Game States
10:36

We'll look at testing class types, using the update function in the main game scene class to update other classes and cycling through various states with different SKTextures. Sound fun? Hit Play.

Day 3 - Testing Game States
07:57

In this video, we'll continue right where we left off in the previous video and enumerate through all children in the scene during the update statement

Day 3 - Using the Update function to Enumerate Children
11:12

In this video we will play around with moving sprite during the update statement when we tap the screen and also change textures depending on the current state.

Day 3 - Moving Sprites during the Update Method and Changing Textures
11:22

In Day 4 of this series, we will look at creating a Dictionary to pass into a subclass of SKNode which we'll use as a platform for our game character to fall onto (and kind of walk along).

Day 4 - Creating a Dictionary
10:00

We will continue by subclassing SKNode for our platform

Day 4 - Subclassing SKNode
09:48

Continuing from the previous video, we'll create multiple instances of the platform using a for loop.

Day 4 - Adding Multiple Instances
10:11

Continuing from the previous video, we'll now add an SKPhysicsBody for each sprite and trigger them to switch from dynamic to non-dynamic from the main Game Scene class.

Day 4 - Switching from Dynamic to Non-Dynamic States
07:23

Day 5, In this video we'll look at creating collision / contact listeners in the GameScene class. This will enable us to test when two objects have collided with each other (or through each other). We'll look at code specifics such as SKPhysicsContactDelegate, categoryBitMask, collisionBitMask, contactBitMask and plenty more.

Update: toRaw() is now rawValue in Xcode 6.1. The compiler will prompt you to change it.

Day 5 - Collision and Contact Listeners
10:11

Day 5 - More testing with the Contact Delegate
11:21
About the Instructor
Justin Dike
4.3 Average rating
577 Reviews
40,672 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.