Setting up
Setting up êŽë š
It's time for another game, and we'll be using more of SpriteKit to build a whack-a-mole game, except with penguins because Whack-a-Penguin isn't trademarked. You're going to learn about SKCropNode
, SKTexture
and some more types of SKAction
, and we'll also use more GCD to execute closures after a delay.
Create a new SpriteKit game project in Xcode, named Project14 and targeting landscape iPads, then delete most of the example code just like you did in project 11 â you want the same clean project, with no âHello Worldâ template content.
If you donât remember all the steps, hereâs the abridged version:
- Delete Actions.sks.
- Open GameScene.sks and delete the âHello Worldâ label.
- Change the sceneâs anchor point to X:0 Y:0, its width to 1024 and its height to 768.
Finally, remove almost everything in GameScene.swift
so that it looks like this:
import SpriteKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
}
}
I wonât be repeating those instructions again from now on.
Now download the files for this project from GitHub (twostraws/HackingWithSwift
) and copy the assets from the Content folder into your Xcode project.
All set? Open up GameScene.swift
and get whacking!
Reminder
When working with SpriteKit projects I strongly recommend you use a device if possible. If you donât have a physical iPad to hand, use the lowest-spec iPad simulator rather than something like the 12.9-inch iPad Pro â you'll get much slightly frame rates, making it much more suitable for testing.