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In this video tutorial, we’ll rotate the main emoji image using a UISlider, then write the Swift 3 code to go back to the initial starting screen of the app
Hosts: Justin Dike
In this final video, we’ll use the update method to check where the player is and then change the zPosition (layering) of buildings based on that value. This will make it look like the player is visually in front of or in back of a particular building. Then finally we’ll create a Castle class, or subclass of SKSpriteNode, and demonstrate how this custom class can have it’s own functions and properties.
Hosts: Justin Dike
In this video tutorial, we’ll scale the main emoji image using a UISlider, then save the scale value as a preference in the user defaults (formerly the NSUserDefaults)
Hosts: Justin Dike
In this video tutorial, we’ll add an SKPhysicsContactDelegate to the class, then add a didBegin contact statement to listen out for physics notifications from bodies. This requires setting the categoryBitMask and contactTestBitMask on the player and a hypothetical building object that we add this lesson.Hosts: Justin Dike
In this Swift 3 video tutorial we’ll discuss how to reposition the emoji in the image container based on the last location the user had moved it to. This is done by saving the x and y location in the User defaults
Hosts: Justin Dike
In this video tutorial we’ll add Swipe, Tap and Rotation gestures recognizers to the scene. We’ll discuss properties and related functions for each, as well as converting radians to degrees and removing all gestures from the scene.
Hosts: Justin Dike
In this Swift 3 and iMessage video tutorial, we’ll add an image container which will house the main emoji image and secondary “saying” image, which ultimately get saved and sent in the MSMessage. Hosts: Justin Dike
We’ll take a short break from the previous project and explore the Cross Platform Sprite Kit template included with Xcode. This is a project that has an iOS, tvOS, WatchOS and MacOS Target. The neat thing about this template is all four device types use the same GameScene.swift and GameScene.sks files. So ideally, you can code once and deploy to all those devices. We’ll also look at how to add files to a particular device Target after they’ve already been imported or created (this is done in Xcode’s Build Phases tab)
Hosts: Justin Dike
In this video, we’ll continue working with SKActions, by changing the previous lesson’s walk actions into a sequence of actions. This will allow you to run code at the end of a sequence. In this example, when the player begins walking we’ll make gravity affect him (creating an effect like wind is pushing him), then when the player has stopped walking, gravity will no longer be in affect. We’ll also look at create a speed variable for movements and frame animations of the player.
Hosts: Justin Dike
In this Swift 3 and iMessage tutorial, we’ll add an image container which will house the main emoji image and secondary “saying” image, which ultimately get saved and sent in the MSMessage.
Hosts: Justin Dike
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