Language: Swift 3.0 --- IDE : Xcode 8.0 beta 2 --- Project : iOS Game (SpriteKit)
I create a game for iOS and i know Apple is really strict with their rules to accept the app/game. So i want to know which is the correct way to setup a game.
I learned from google to create a new SpriteKit Project and do the following setup :
In GameViewController.swift clear viewDidLoad() and add all this :
override func viewDidLoad() { super.viewDidLoad() let skView = self.view as! SKView let scene = GameScene(size: skView.bounds.size) scene.scaleMode = .aspectFit skView.presentScene(scene) }
In GameScene.swift delete everything and leave this code :
import SpriteKit class GameScene: SKScene { required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) } override init(size: CGSize) { super.init(size: size) // add all the code of the game here... } }
and develop my game inside override init
But I think thats actually wrong to start the game with init. And that the right way is to use the didMove() method. So should the code be written inside here? :
override func didMove(to view: SKView) { <#code#> }
Does anyone know which one is the correct way? And why? Also if its wrong the way i do it, can you explain me how to use didMove method?
Don't know if this is a silly question just bothered me that using init is wrong and wanted to ask if someone knows more about this.