Logo IOS Game Development
  • Docs
  • Blog

Administrivia

Administrivia Setup

Lectures

1. Module Overview

Module Overview Assessment Games Design & Development MacinCloud First SpriteKit App

2. Games Development

Iterative Design Design Documents The One-Sheet The Ten Pager The Beat Chart Game Design Document

3. Games Vocabulary

Vocabulary & Definitions Definitions Of Game Game Features Central Concepts Common Concepts

4. Frameworks

Frameworks MDA Formal, Dramatic & Dynamic Elements The Elemental Tetrad Perspectives The Layered Tetrad

5. SpriteKit Game

Swift Basics SpriteKit Quick Game New Game Scenes & Nodes Backgrounds Particles Sprites Touchscreen Obstacles Collisions Full Game Scoring A Better Ending Restarting The Game Finishing Touch Final Game ? Extensions

6. SpriteKit Overview

SpriteKit SKNode SKAction Physics Engine SKTexture Particle System Animated Sprite

7. Physics Contacts & Collisions

Contacts & Collisions

8. More Physics

More Physics Joints Assessment

Mid-Module Evaluation

Mid Module Evaluation

Finishing Touch

How many cars?

We are constantly creating cars and filling up the memory. We could do with deleting the cars when they are off screen. This is easy to do.

Update update as shown below.

override func update(_ currentTime: TimeInterval) {

  for node in children {
    if node.position.x < -200 {
      // the cars are the only nodes that should get to this position.
      node.removeFromParent()
    }
  }

  // rest of the code
}


Improve this page


  • ← Previous
  • Next →

IOS Game Development 2022 | Powered by Jekyll Doc Theme