Congrats again on finishing Hoppy Bunny and building your first iPhone game!
At this point you have been introduced to many concepts in iOS game development. Most of these concepts will be reviewed and further explained in later tutorials so you'll get a chance to revisit them later :)
Let's take a look at what you have learned so far.
At the beginning of the Hoppy Bunny tutorials you learned how to create your first SpriteKit game project in Xcode.
Setting Up the Gameplay Scene
Importing assets: You can drag assets directly into the
Assets.xcassets folder in the Project Navigator.
Setting the scene: Adding assets to build the game scene and setting the Z-Position to ensure the correct draw order.
Creating a new SKS: SpriteKit Scene files or SKSs can be created to contain custom scene objects.
Sprite frame action animations: You can create sprite frame animations in the Timeline, using SKActions such as AnimateWithTextures.
Letting the Bunny Fall
Static physics bodies: Static physics bodies never move. They are great for ground and obstacles.
Dynamic physics bodies: Dynamic physics bodies can be affected by gravity and other forces.
SKS Reference Nodes: SKS files can be added to other SKS files via reference nodes. This will allow you to reuse game elements.
Adding Controls and Tuning Physics
Gravity property: The gravitational constant of the physics engine can be set through the attributes panel for the Scene.
Class code connections: Class code connections can be used to set a custom class for a node, like
Variable Code connections: Code connections allow you to access SpriteKit Scene objects in code. They are created in the Scene Editor and completed in the Scenes class file using the format
var connectionName: ConnectionType!.
Touch input: Touches can be received by a node if you set
true and override
Update loop: Update loops are called between every frame. They can be created by overriding
applyImpulse adds directly to the velocity property of a physics body.
applyAngularImpulse adds directly to the angular velocity property of a physics body.
Scrolling the World
Implementing a conveyor belt: You implemented a conveyor belt system by moving Scrolling Layer nodes with child objects attached such as Obstacles and ground.
Looping elements: The ground was looped once it went off screen. You added a second ground image so that at least one full ground was always visible.
Endless generation: You generated obstacles using a timer so that there was one always waiting just off screen. Once an obstacle left the screen, you removed it.
Random placement: When you generated an obstacle, you randomized it's y-position value.
Setting Up Collisions
Physics sensors: Physics sensors detect and trigger collision events but do you physically affect the collisions. It's as if the physics bodies can pass through other physics bodies. These are useful for trigger events.
Contact delegate: You implement a contact delegate so your class can receive collision events from the physics engine.
Game state: It is useful to have a game state to manage the game e.g Active or Game Over
Goals using physics sensor: Physics sensor goals were placed between obstacles so you can use the
didBegin(_ contact:) delegate method to detect when a player passed an obstacle.
Updating a label: Converting numerical points scoring to a string for display via a label.
Download Hoppy Bunny.
Now that you have gotten through the entire tutorial don't stop here! You can still modify the game to make it play better. You can change the art to make it more interesting and unique. Challenge your skills by trying some of the ideas here:
- Make the clouds and crystals scroll past like the ground.
- Adjust the speeds of each of these to make the effect look pleasing.
- Add a sound each time the bunny makes it through the goal.
- Change the art. Change the whole theme of the game by adding new art.
- Modify game play. There are many variables used in the game that can be changed.
- The physics properties of the bunny. This will change the feel of the game and how it plays.
- The speed of obstacles and how often they are created. This will change the pace of the game.
- The vertical position of obstacles on the screen. This will change the difficulty.
- The size of the goal area. This will also change the difficulty.
- Add different types of obstacles.
- Having different types of obstacles will keep the game interesting.
- Add coins or prizes that can be picked up.
If you have feedback on this tutorial or find any mistakes, please open issues on the