Training and Instructional Design
In Flappy Bird, hitting the top or bottom boundaries ends the game. They also convey a sense of motion. The boundaries make for a better playing experience. Last time, we set up collision detection, but we need boundaries that are sprites. Sprite node boundaries… Continue Reading “The Slippy Flippy Challenge: Make Active Boundaries in Sprite Kit.”
In the last installment of this series I showed two kinds of animation: SKAction and using the update: method from frame animation. The third major type of animation is using the physics engine. A physics engine takes the mathematical laws of physics and adds… Continue Reading “The Slippy Flippy Dare: How to Use Basic Physics in Sprite Kit”