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The Basic Terminology Used in The Game Development on iOS

Codementor User
Nov 18, 2015
<p><strong>HUD</strong>: Heads Up Display. A layer that sits at the top of every game and contains information like: health, lives left, points, ammunition, weapons, menu options, sound control, game progression or level information. <br> <br> <strong>Node</strong>: a node is the fundamental building block of a scene within Sprite Kit. Almost everything you see on the screen within a Sprite Kit game is made up of a node. You add your nodes to a scene. A node in Sprite Kit is a subclass of SKNode. <br> <br> <strong>Scene</strong>: A scene represents an area of content on the screen. It is also responsible for animating and rendering the display of individual nodes in a scene. For example, in our game we have a title scene and game play scene. You could have several different levels in a game which could result in individual scenes for each level. A scene in Sprite Kit is represented by the class SKScene. <br> <br> <strong>Physics</strong>: a set of APIs that mimic the physics of the real world in the game world. For example, gravity, and if you enable gravity then what happens when that node falls towards what looks like the ground in your game? Physics also helps you define collision or contact masks between objects so that your game can react to nodes coming in contact with each other. Physics in Sprite Kit is represented by the class SKPhyiscsBody. <br> <br> <strong>Sprite or Texture:</strong> is an image file that can be drawn on the scene using the class SKSpriteNode. <br> <br> <strong>Particle Systems: </strong>is a technique to render a large about amount of small sprites to create an effect like explosion or fire or rain or any number of visual effects which would be otherwise hard to create.</p>

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