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BattleBats:
A SpriteKit Game
Michael Burks	

michael@radtastical.com
1. BattleBats	

2. SpriteKit Overview	

3. Pros & Cons	

4. Performance Tips
Michael Burks michael@radtastical.com
BattleBats
• From concept to app in 8 weeks	

• Multiplayer version of a classic arcade game	

• includes an editor for users to create and
share their own levels	


• made entirely with SpriteKit!
Michael Burks michael@radtastical.com
Demo

Michael Burks michael@radtastical.com
SpriteKit	

Basics
• SKView presents SKScene	

• SKScene contains SKNodes

Michael Burks michael@radtastical.com
SKNodes	

	

•
•
•
•
•
•
•

SKSpriteNode!
SKVideoNode!
SKLabelNode!
SKShapeNode!
SKEmitterNode!
SKCropNode!
SKEffectNode
Michael Burks michael@radtastical.com
SKActions
• are performed by SKNodes	

• can do geometric transformations on
SKNodes	


• can modify attributes of SKNodes	

• can play sounds	

• can run custom blocks	

• can be combined into groups, sequences,
and repetitions

Michael Burks michael@radtastical.com
Physics!
• SKScene has an SKPhysicsWorld	

• SKNodes can have SKPhysicsBodies	

• SKPhysicsJoints can connect SKPhysicsBodies

Michael Burks michael@radtastical.com
SKPhysicsWorld
• controls (constant linear) gravity	

• has methods to find SKPhysicsBodies at a
point, in a rect, or along a ray	


• sends its delegate didBeginContact: and
didEndContact: methods

Michael Burks michael@radtastical.com
SKPhysicsBody
• is created with a shape	

• has area, mass, density	

• has friction, restitution, damping	

• has velocity, angular velocity	

• has bit masks for contact and collision
categories	


• has methods to apply forces, impulses, and
torques

Michael Burks michael@radtastical.com
SKPhysicsJoint
• SKPhysicsJointFixed	

• SKPhysicsJointPin	

• SKPhysicsJointSliding	

• SKPhysicsJointLimit	

• SKPhysicsJointSpring
Michael Burks michael@radtastical.com
SpriteKit Run Cycle
• The scene calls its update: method.	

• The scene executes actions on its children,
then calls its didEvaluateActions method.	


• The SKPhysicsContactDelegate methods

didBeginContact: and didEndContact: are
called if appropriate.	


• The scene executes physics simulation on its

physics bodies, then calls its didSimulatePhysics
method.
Michael Burks michael@radtastical.com
Pros & Cons

Michael Burks michael@radtastical.com
Pros
• It’s easy and fun! You can quickly turn a
concept into a prototype.	


• It has everything you need - animation,
physics, and collision detection.	


• It looks good and works well.
Michael Burks michael@radtastical.com
Cons
• SKNodes are subclasses of UIResponder,
not UIView. No gesture recognizers or
UIControls in an SKScene or SKNode.	


• The background color of an SKScene is
opaque. 	


• SKLabelNodes only display a single line of
text.	


• No built-in system for Newtonian inversesquare gravity.

Michael Burks michael@radtastical.com
Cons

• Running SKActions on SKNodes that are already
running SKActions can lead to unexpected
results.	


• Elastic collisions aren’t always elastic.	

• No visualization of SKPhysicsJoints.	

• No simple way to set the equilibrium length of
SKPhysicsJointSpring.	


• Changing the position of an SKNode doesn’t

always register immediately with its associated
SKPhysicsJoints.
Michael Burks michael@radtastical.com
But hey...
Michael Burks michael@radtastical.com
Tips
1. Use SKSpriteNodes!

• Apple has done the most to optimize these.	

• They are MUCH faster than SKShapeNodes.

Michael Burks michael@radtastical.com
Tips
2. Use the zPosition property to order SKNodes!

• This helps you keep track of where

SKNodes lie in the scene relative to
each other.	


• This can also help the SKView

optimize drawing. Set the
ignoresSiblingOrder property of the
SKView to YES (new to beta 6).
Michael Burks michael@radtastical.com
Go make SpriteKit apps!
!

!

(if I can do it, you probably can too)

Michael Burks michael@radtastical.com
Questions?

Michael Burks michael@radtastical.com

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BattleBats SpriteKit Game Guide

  • 1. BattleBats: A SpriteKit Game Michael Burks michael@radtastical.com
  • 2. 1. BattleBats 2. SpriteKit Overview 3. Pros & Cons 4. Performance Tips Michael Burks michael@radtastical.com
  • 3. BattleBats • From concept to app in 8 weeks • Multiplayer version of a classic arcade game • includes an editor for users to create and share their own levels • made entirely with SpriteKit! Michael Burks michael@radtastical.com
  • 5. SpriteKit Basics • SKView presents SKScene • SKScene contains SKNodes Michael Burks michael@radtastical.com
  • 7. SKActions • are performed by SKNodes • can do geometric transformations on SKNodes • can modify attributes of SKNodes • can play sounds • can run custom blocks • can be combined into groups, sequences, and repetitions Michael Burks michael@radtastical.com
  • 8. Physics! • SKScene has an SKPhysicsWorld • SKNodes can have SKPhysicsBodies • SKPhysicsJoints can connect SKPhysicsBodies Michael Burks michael@radtastical.com
  • 9. SKPhysicsWorld • controls (constant linear) gravity • has methods to find SKPhysicsBodies at a point, in a rect, or along a ray • sends its delegate didBeginContact: and didEndContact: methods Michael Burks michael@radtastical.com
  • 10. SKPhysicsBody • is created with a shape • has area, mass, density • has friction, restitution, damping • has velocity, angular velocity • has bit masks for contact and collision categories • has methods to apply forces, impulses, and torques Michael Burks michael@radtastical.com
  • 11. SKPhysicsJoint • SKPhysicsJointFixed • SKPhysicsJointPin • SKPhysicsJointSliding • SKPhysicsJointLimit • SKPhysicsJointSpring Michael Burks michael@radtastical.com
  • 12. SpriteKit Run Cycle • The scene calls its update: method. • The scene executes actions on its children, then calls its didEvaluateActions method. • The SKPhysicsContactDelegate methods didBeginContact: and didEndContact: are called if appropriate. • The scene executes physics simulation on its physics bodies, then calls its didSimulatePhysics method. Michael Burks michael@radtastical.com
  • 13. Pros & Cons Michael Burks michael@radtastical.com
  • 14. Pros • It’s easy and fun! You can quickly turn a concept into a prototype. • It has everything you need - animation, physics, and collision detection. • It looks good and works well. Michael Burks michael@radtastical.com
  • 15. Cons • SKNodes are subclasses of UIResponder, not UIView. No gesture recognizers or UIControls in an SKScene or SKNode. • The background color of an SKScene is opaque. • SKLabelNodes only display a single line of text. • No built-in system for Newtonian inversesquare gravity. Michael Burks michael@radtastical.com
  • 16. Cons • Running SKActions on SKNodes that are already running SKActions can lead to unexpected results. • Elastic collisions aren’t always elastic. • No visualization of SKPhysicsJoints. • No simple way to set the equilibrium length of SKPhysicsJointSpring. • Changing the position of an SKNode doesn’t always register immediately with its associated SKPhysicsJoints. Michael Burks michael@radtastical.com
  • 17. But hey... Michael Burks michael@radtastical.com
  • 18. Tips 1. Use SKSpriteNodes! • Apple has done the most to optimize these. • They are MUCH faster than SKShapeNodes. Michael Burks michael@radtastical.com
  • 19. Tips 2. Use the zPosition property to order SKNodes! • This helps you keep track of where SKNodes lie in the scene relative to each other. • This can also help the SKView optimize drawing. Set the ignoresSiblingOrder property of the SKView to YES (new to beta 6). Michael Burks michael@radtastical.com
  • 20. Go make SpriteKit apps! ! ! (if I can do it, you probably can too) Michael Burks michael@radtastical.com