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

Exploring physics simulation mechanics


Let's take a closer look at the specifics of SpriteKit's physics system. For instance, why are the bees subject to gravity while the ground stays where it is? Though we attached physics bodies to both nodes, we actually used two different styles of physics bodies. There are three types of physics bodies, and each behaves slightly differently:

  • Dynamic: Physics bodies have volume and are fully subject to forces and collisions in the system. We will use dynamic physics bodies for most parts of the game world: the player, enemies, power-ups, and others.

  • Static: Physics bodies have volume but no velocity. The physics simulation does not move nodes with static bodies, but they can still collide with other game objects. We can use static bodies for walls or obstacles.

  • Edge: Physics bodies have no volume and the physics simulation will never move them. They mark off the boundaries of movement; other physics bodies will never cross them. Edges can cross each...