By Leland Long

With Learn Sprite package for iOS online game Development, you will discover how effortless it's to create second video games utilizing the recent Sprite package framework from Apple. you can find how uncomplicated it's to create a scene, upload lively sprites, comprise edges, play sound results, and create lively debris for lighting tricks. you are going to additionally use contact occasions to regulate your sprites, enforce the integrated physics engine, deal with sprite collisions and contacts, and masses more.

To assist you in studying the way to use these kinds of cool gains of Sprite package, you will stick with alongside as we construct a whole 2nd video game for iPhone. by the point you end the e-book, you will have made your individual second video game, and you will have realized all you must be aware of to start in your subsequent masterpiece.

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To do that, you want to adjust the skidLeft and skidRight tools within the SKBPlayer. m dossier: - (void)skidRight { NSLog(@"skid Right"); [self removeAllActions]; _playerStatus = SBPlayerSkiddingRight; NSArray *playerSkidTextures = _spriteTextures. playerSkiddingRightTextures; NSArray *playerStillTextures = _spriteTextures. playerStillFacingRightTextures; SKAction *skidAnimation = [SKAction animateWithTextures:playerSkidTextures timePerFrame:1]; SKAction *skidAwhile = [SKAction repeatAction:skidAnimation count:0. 2]; SKAction *moveLeft = [SKAction moveByX:kPlayerSkiddingIncrement y:0 duration:0. 2]; SKAction *moveAwhile = [SKAction repeatAction:moveLeft count:1]; SKAction *stillAnimation = [SKAction animateWithTextures:playerStillTextures timePerFrame:1]; SKAction *stillAwhile = [SKAction repeatAction:stillAnimation count:0. 1]; CHAPTER 7: issues and Scoring 137 SKAction *sequence = [SKAction sequence:@[skidAwhile, moveAwhile, stillAwhile]]; SKAction *group = [SKAction group:@[sequence, _skidSound]]; [self runAction:group completion:^{ NSLog(@"skid ended, nonetheless dealing with right"); _playerStatus = SBPlayerFacingRight; }]; } - (void)skidLeft { NSLog(@"skid Left"); [self removeAllActions]; _playerStatus = SBPlayerSkiddingLeft; NSArray *playerSkidTextures = _spriteTextures. playerSkiddingLeftTextures; NSArray *playerStillTextures = _spriteTextures. playerStillFacingLeftTextures; SKAction *skidAnimation = [SKAction animateWithTextures:playerSkidTextures timePerFrame:1]; SKAction *skidAwhile = [SKAction repeatAction:skidAnimation count:0. 2]; SKAction *moveLeft = [SKAction moveByX:-kPlayerSkiddingIncrement y:0 duration:0. 2]; SKAction *moveAwhile = [SKAction repeatAction:moveLeft count:1]; SKAction *stillAnimation = [SKAction animateWithTextures:playerStillTextures timePerFrame:1]; SKAction *stillAwhile = [SKAction repeatAction:stillAnimation count:0. 1]; SKAction *sequence = [SKAction sequence:@[skidAwhile, moveAwhile, stillAwhile]]; SKAction *group = [SKAction group:@[sequence, _skidSound]]; [self runAction:group completion:^{ NSLog(@"skid ended, nonetheless dealing with left"); _playerStatus = SBPlayerFacingLeft; }]; } This code back makes use of a bunch motion that runs different activities jointly even as: _skidSound and series. this can be not like the series motion, which runs these 3 activities, one by one. construct and run this system to hear the hot sound while the participant skids to a cease. 138 bankruptcy 7: issues and Scoring Enemy Spawn Sound impression which will play a distinct sound whilst a Ratz sprite spawns into the scene, you wish a brand new consistent to take advantage of for the filename. you could upload that consistent to the SKBRatz. h dossier: #import "SKBSpriteTextures. h" #define kRatzSpawnSoundFileName @"SpawnEnemy. caf" #define kRatzRunningIncrement forty To shop the sound in the neighborhood within the SKBRatz type, upload the valuables to the SKBRatz. h dossier: @property int ratzStatus; @property (nonatomic, powerful) SKBSpriteTextures *spriteTextures; @property (nonatomic, robust) SKAction *spawnSound; + (SKBRatz *)initNewRatz:(SKScene *)whichScene startingPoint:(CGPoint)location ratzIndex:(int)index; - (void)spawnedInScene:(SKScene *)whichScene; then you definitely load and shop the valuables within the example variable, contained in the spawnedInScene technique within the SKBRatz.

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