SpriteKit is Apple’s 2D game engine—a rendering engine built on top of OpenGL. It was introduced with iOS 7, and each subsequent release has brought great additions to the framework. With the use of textured sprites, a built-in physics engine, and the very powerful SKAction class, you can very quickly build functional 2D games.

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SpriteKit is Apple’s 2D game engine—a rendering engine built on top of OpenGL. It was introduced with iOS 7, and each subsequent release has brought great additions to the framework. With the use of textured sprites, a built-in physics engine, and the very powerful SKAction class, you can very quickly build functional 2D games.

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Mobile users have come to expect the UI consistency and performance that can only come from native apps. Building a feature-rich iOS app with an elegant user interface can be challenging, though. Fortunately, by using an app template, you can save substantial amounts of time and effort.

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If you’ve read the previous lessons of this series, you should have a good grasp of the fundamentals of the Swift programming language by now. We talked about variables, constants, and functions, and in the previous lesson we covered the basics of object-oriented programming in Swift.

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If you’ve worked with blocks in C or Objective-C or lambdas in Ruby, then you won’t have a hard time wrapping your head around the concept of closures. Closures are nothing more than blocks of functionality that you can pass around in your code.

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To get anything done in Swift, you need to learn the ins and outs of functions. Functions are exceptionally powerful and flexible in Swift. The basics are simple, especially if you’ve worked with other programming languages before. But because of Swift’s flexible syntax, functions can become confusing if you’re not familiar with the basics.

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