Game Development Reference
In-Depth Information
Chapter 3. Animations and Texture
In Chapter 2 , SpriteKit , you learned about the basic structure of SpriteKit and its building
blocks such as scenes, nodes, sprites, and so on. We got a flying spaceship in the sky by
touching the screen, and now in this chapter we will be moving to a fully featured game
play for the user.
You will learn about how the content of sprites are changed using animations, how textures
(which store sprite data) are used to render the sprites, how to create a large image for all
game assets using the texture atlas, some character (spaceship) animations, and last but the
most beautiful will be creating a parallax background for the game full of animations.
In this chapter, we will be focusing on the following recipes:
• Animating your textures
• Creating a texture atlas
• Adding animations using a texture atlas
• Collision detection
• Parallax background
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