Book Image

Swift 3 Game Development - Second Edition

By : Stephen Haney
Book Image

Swift 3 Game Development - Second Edition

By: Stephen Haney

Overview of this book

Swift is the perfect choice for game development. Developers are intrigued by Swift 3.0 and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. This book starts by introducing SpriteKit and Swift's new features that can be used for game development. After setting up your first Swift project, you will build your first custom class, learn how to draw and animate your game, and add physics simulations. Then, you will add the player character, NPCs, and powerups. To make your game more fun and engaging, you will learn how to set up scenes and backgrounds, build fun menus, and integrate with Apple Game Center to add leaderboards and achievements. You will then make your game stand out by adding animations when game objects collide, and incorporate proven techniques such as the advanced particle system and graphics. Finally, you will explore the various options available to start down the path towards monetization and publish your finished games to the App Store. By the end of this book, you will be able to create your own iOS games using Swift and SpriteKit.
Table of Contents (20 chapters)
Swift 3 Game Development - Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Designing for retina


You may notice that our bee image is quite blurry. To take advantage of retina screens, assets need to be twice the pixel dimensions of their node's size property (for most retina screens), or three times the node size for the Plus versions of the iPhone. Ignore the height for a moment; our bee node is 100 points wide, but the PNG file is only 84 pixels wide. The PNG file needs to be 300 pixels wide to look sharp on the Plus-sized iPhones, or 200 pixels wide to look sharp on 2X retina devices.

SpriteKit will automatically resize textures to fit their nodes, so one approach is to create a giant texture at the highest retina resolution (three times the node size) and let SpriteKit resize the texture down for lower density screens. However, there is a considerable performance penalty, and older devices can even run out of memory and crash from the huge textures.

The ideal asset approach

These double and triple-sized retina assets can be confusing to new iOS developers. To...