NEW: Start my new Ultimate Portfolio App course with a free Hacking with Swift+ trial! >>

DAY 46

Project 11, part two

“In the beginning there was nothing, which exploded.” That’s a quote from Terry Pratchett’s book Lords and Ladies, and gives us an inkling of just how complicated physics is in the real world.

Fortunately, SpriteKit’s version of physics is much easier. You’ve already seen how it lets us create boxes and balls easily enough, but today we’re going to look at the way it reports collisions back to us so we can take action.

This does mean learning a few new things, but I’ve tried to take a few shortcuts to lessen the learning curve. I’m not skipping them entirely, though: we’re going to return to concepts such as bitmasks in future days, because they are important.

Today you have three topics to work through, and you’ll learn about SKAction, SKPhysicsContactDelegate, SKLabelNode, and more.

Trust me, by the time you’ve gone through those three your game will really be coming together – I hope you’re impressed by how much work SpriteKit does for us!

Need help? Tweet me @twostraws!


Hacking with Swift is sponsored by Instabug

SPONSORED Catch bugs as soon as they happen and know exactly why a crash occurred. Instabug's SDK grabs all the logs they need to fix bugs, crashes and performance issues in minutes instead of days. Get screenshots, device details, network logs, repro steps, and tons of other critical insights needed to resolve issues and prioritize product backlogs straight from your dashboard. It only takes a minute to integrate!

Get started now

Sponsor Hacking with Swift and reach the world's largest Swift community!

100 Days of Swift

The 100 Days of Swift is a free collection of videos, tutorials, tests, and more to help you learn Swift faster. Click here to learn more, or watch the video below.

Back to 100 Days of Swift

Unknown user

You are not logged in

Log in or create account

Link copied to your pasteboard.