Swift  Course

Runes - Build a SpriteKit Game

Building a game with SpriteKit is surprisingly easy, and super rewarding! Learn to wrangle sprites effectively and build a fun and beautiful rune-smashing game in this Swift game design series.

There are 11 episodes.

  • Create a SpriteKit Game Project

    We'll jump into Xcode right away in this series, starting with the basics of setting up a SpriteKit game project. Once that's done, get started building the background an...

    • 11:21
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  • Lay Out the Game UI

    Most games have a static UI of some kind, and ours will be a combination of SpriteKit and UIKit elements. In this episode we'll lay out the majority of the remaining stat...

    • 8:54
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  • Define the Game Piece Model

    The data model for our game can be thought of like building blocks. The rune is the smallest building block - a collection of which is a level, and so on. Let's get start...

    • 13:16
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  • Create the Level Model

    With the Rune game piece model defined, we can use that to build a level constructed of Runes. This class will basically keep track of the game pieces as well as some oth...

    • 5:47
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  • Draw the Rune Sprites

    Everything we need to draw the game pieces is now in place. It's time to finally get some Runes on the board! Here we'll hop back into GameScene to do some drawing.

    • 6:02
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  • Detecting Taps on Runes

    The first step of building out the user interaction for our game is to know if the user has tapped a rune sprite or not. We'll lay that groundwork in this episode and get...

    • 5:27
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  • Determine Swipe Direction

    Once we're sure that a tap has taken place on a rune sprite, we can start watching for a valid swipe. Knowing when that happens and which direction the swipe is going is ...

    • 6:18
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  • Add Physics to Shatter Runes

    Adding physics to sprites is really easy using SKPhysicsBody. In this episode we'll get to work shattering runes on successful swipes, by implementing a cool physics-base...

    • 14:00
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  • Build Out the UI Text

    To communicate game status to the user, we'll use some UIKit elements like labels and images on top of our game scene. It's pretty common to mix and match UIKit and Spri...

    • 12:24
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  • Keeping Score

    It's high time we start adding some game rules to this thing. In this episode we'll start keeping track of the score on every swipe, using a closure to help the game scen...

    • 8:41
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  • Displaying Score Feedback

    For every score, the player should feel or see some kind of feedback. We'll start creating that feedback for our game by generating a score floater every time a rune is s...

    • 8:18
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