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

Chapter 3. Mix in the Physics

SpriteKit includes a fully functional physics engine. It is easy to implement and very useful, as most mobile game designs require some level of physical interaction between game objects. In our game, we want to know when the player runs into the ground, an enemy, or a power-up. The physics system can track these collisions and execute our specific game code when any of these events occur. SpriteKit's physics engine can also apply gravity to the world-as well as the bounce and spin that can occur when sprites collide with each other-and creates realistic movement through impulses; and it does all of this before every single frame is drawn on the screen!

The topics in this chapter include the following:

  • Adopting a protocol for consistency

  • Organizing game objects into classes

  • Adding the player's character

  • Renovating the GameScene class

  • Physics bodies and gravity

  • Exploring physics simulation mechanics

  • Movement with impulses and forces

  • Bumping bees into bees