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 – you want the same clean project, with no “Hello World” template content.
If you don’t remember all the steps, here’s the abridged version:
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 won’t be repeating those instructions again from now on.
Now download the files for this project from GitHub (https://github.com/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 don’t have a physical iPad to hand, use the lowest-spec iPad simulator rather than something like the 12.9-inch iPad Pro – you'll get much slightly frame rates, making it much more suitable for testing.
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