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

Centering the camera on a sprite


Games often require that the camera follows the player sprite as it moves through space. We definitely want this camera behavior for Pierre, our penguin character, whom we will soon be adding to the game. With iOS9, Apple added a new SKCameraNode class that makes this task easy. We will attach a SKCameraNode to our scene and position it directly over the player to keep their character centered in the view.

You can find the code for our camera functionality in the following code block. Read the comments for a detailed explanation. This is a quick recap of the changes:

  • Our didMove function was becoming too crowded. I broke out our flying bee code into a new function named addTheFlyingBee. Later, we will encapsulate game objects, such as bees, into their own classes.

  • I created two new constants on the GameScene class: the camera node and the bee node.

  • I updated the didMove function. It assigns the new camera node to the scene's camera.

  • Inside the new addTheFlyingBee...