Asynchronous Preloading in SpriteKit with Swift
The final part how to preload SpriteKit game assets in Swift using an OperationQueue with asynchronous operations and GameplayKit's finite state machine.
The final part how to preload SpriteKit game assets in Swift using an OperationQueue with asynchronous operations and GameplayKit's finite state machine.
In this episode I introduce quite a few new things, including damage and health, game states with GameplayKit and fragment shader with SpriteKit.
In this episode I introduce the first iteration of my shoot'em up bullet pattern engine written in Swift as well as a bunch of Level Editor enhancements.
In this episode the animation component has been improved and can handle more states and orientation. Also a path editor prototyped in Xcode playgrounds is introduced.
This is the first part of two dealing with how to handle preloading of SpriteKit game assets in Swift using an OperationQueue with asynchronous Operation objects.
This episode is focused on aspect ratio in SpriteKit and my approach to handle the logic to keep the gameplay fair and consistent between devices with different aspect ratios and resolutions, without having to resort to letter boxing.