Game Development Reference
In-Depth Information
Chapter
2
Laying the Groundwork
In this chapter, you will learn the basics of working with SpriteBuilder, including its user
interface and the first programming steps with Cocos2d-Swift using Objective-C and
Xcode. You will learn how to create the most important elements in SpriteBuilder and how
SpriteBuilder, Xcode, and Cocos2D are connected. At the end of this chapter, you will have
a skeleton framework that you'll continue to expand on.
I assume you have downloaded and installed both SpriteBuilder and Xcode from the Mac
App Store:
SpriteBuilder: https://itunes.apple.com/app/spritebuild-
er/id784912885
Xcode: https://itunes.apple.com/app/xcode/id497799835
Creating a SpriteBuilder Project
After launching SpriteBuilder, go straight to File New Cocos2D Project to start a
new blank project. Save it anywhere where you'll be able to locate it again—for instance,
in the Documents or Desktop folder—and preferably use a name you'll recognize again.
The main example project in this topic is named LearnSpriteBuilder.spritebuilder.
If you haven't used SpriteBuilder before, you should familiarize yourself with its user in-
terface and the terminologies used throughout the topic to describe specific areas and views
in SpriteBuilder. The user interface is split into four main areas as shown in Figure 2-1 .
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