
When you look at the project hierarchy Xcode has created, you will see a number of generated files. Let’s get rid of the complexity and strip it down to basics. The starter template seems a bit odd to me, extending behaviour that should have probably been built in in the first place.
#SWIFT FOR MAC OS X CODE#
Well, that’s not good! Truth is though, I want to start simpler than the included project, so we are going to replace all the code anyways. When I run the generated project, I actually get: When done, click Create and your project will be created. In this case I am not, but if you are working with a team or want version controlling, allow it to create a git repository. In the next dialog you select where you want to create the project and whether or not you want to create a git archive. In the next dialog, name your application, be sure to select Swift as the programming language and SpriteKit as the Game Technology, click Next. Then select OS X -> Application and choose Game, then click Next: There used to be a SpriteKit template, but now it has been rolled into “Game”.

To get started I used one of the provided templates then replaced most of the code. There are “cloud based” virtual Mac services you can use as well, but my experiences weren’t great. Obviously you need to have a Mac to follow around. Keep in mind, to run Swift code you need to have Xcode 6, which is currently in beta. The following is a Mac OS app, but should work equally well on iOS devices. Frankly it works on my computer and that’s about the extent of a warranty I can give! 🙂 I have heard great things about SpriteKit, the 2D game library Apple released with iOS 7, so I am working with it.
#SWIFT FOR MAC OS X SERIES#
Therefore I give no promises that anything in this tutorial series is actually the proper way of doing things. I am new to Swift ( everyone is, it’s a day old! ) and am new to Apple’s various SDKs and Frameworks. Keep in mind a couple thing while reading this. Swift on the other hand is quite a nice little language at least from my experiences so far. One of the biggest reasons I’ve stayed away from Apple’s various SDKs is my dislike of Objective-C.

With Apple’s recent release of the Swift programming language I have decided I have to check it out.
