Build a Monster Generator
Apple Game Frameworks and Technologies — by Tammy Coron (109 / 193)
👈 Create Your First Entity | TOC | Animate the Monsters 👉
The monster generator is what you’ll use to periodically spawn new monsters of a certain type at specific locations within the dungeon.
In the Project Navigator, select the Components group, and inside that group, create a new file (⌘N) using the iOS Swift File template. Name the new file GeneratorComponent.swift and replace its contents with the following code:
import SpriteKit
import GameplayKit
class GeneratorComponent: GKComponent {
override func didAddToEntity() {
}
override class var supportsSecureCoding: Bool {
true
}
}
Because you won’t be overriding any of the other standard methods in this component, you can omit them.
Also, because you’ll be doing a lot with components — both in code and by way of the Scene Editor — it makes sense to create an extension to better manage the underlying node of the entity.
Creating a Component Extension
You may have noticed that in the health component you created in Create Your First Component, there was some duplicated code — specifically in regard to verifying that an underlying node exists. Rather than recreating the wheel in every component you make, you’ll create a GKComponent…