When you fire up a game, you don’t often get immediately dropped into the action. In most games, there’s a lot of “nongame” stuff that your game will need to deal with first, such as showing a settings screen to let your player change volume levels and the like, or a way to let the player pick a chapter in your game to play.
Though it’s definitely possible to use your game’s graphics systems to show this kind of user interface, there’s often no reason to recreate the built-in interface libraries that already exist on iOS.
UIKit is the framework that provides the code that handles controls like buttons, sliders, image views, and checkboxes. Additionally, UIKit has tools that let you divide up your game’s screens into separate, easier-to-work-with units called view controllers. These view controllers can in turn be linked together using storyboards, which let you see how each screen’s worth of content connects to the others.
The controls available to you in UIKit can also be customized to suit the look and feel of your game, which means that UIKit can fit right into your game’s visual design. In addition to simply tinting the standard iOS controls with a color, you can use images and other material to theme your controls. This means that you don’t have to reimplement standard stuff like sliders and buttons, which saves you a lot of time in programming your game.
To work with menus, it’s useful to know how to work with storyboards. So, before we get into ...
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