There's something wonderfully tactile about using the accelerometer to affect gravity in a game, because it feels incredibly realistic even though we're not using particularly good graphics.
SpriteKit is of course doing most of the hard work of collision detection, and Core Motion takes away all the complexity of working with accelerometers, so again it's our job to sew the components together to make something bigger than the sum of its parts.
Anyone can sit through a tutorial, but it takes actual work to remember what was taught. It’s my job to make sure you take as much from these tutorials as possible, so I’ve prepared a short review to help you check your learning.
One of the best ways to learn is to write your own code as often as possible, so here are three ways you should try your new knowledge to make sure you fully understand what’s going on:
loadLevel()method so that it's made up of multiple smaller methods. This will make your code easier to read and easier to maintain, or at least it should do if you do a good job!
loadLevel(), add another collision type to our enum, then see what you can do.
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One of the most effective motivators of success is sharing your progress with other people – when you tell folks what you're doing and what you've learned, it encourages you to come back for more, which in turn will help you reach your app development goals faster.
So, now that you've done all the hard work it's time to share your success: tell folks that you've completed this project, either by clicking the button below to start composing a tweet, or by writing your own message from scratch. This will definitely encourage you to keep learning, but it will also help other folks discover my work – thank you!
Paul Hudson is the creator of Hacking with Swift, the most comprehensive series of Swift books in the world. He's also the editor of Swift Developer News, the maintainer of the Swift Knowledge Base, and Mario Kart world champion. OK, so that last part isn't true. If you're curious you can learn more here.