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 4.  Adding Controls

Players control mobile games through a very limited number of interactions. Often, games feature only a single mechanic: tap anywhere on the screen to jump or fly. Contrast that with a console controller with dozens of button combinations. With so few actions, keeping users engaged with polished, fun controls is vital to the success of your game.

In this chapter, you will learn how to implement several popular control schemes that have emerged from the App Store. First, we will experiment with tilt controls; the physical orientation of the device will determine where the player flies. Then, we will wire up the onTap events on our sprite nodes. Finally, we will implement and polish a simple control scheme for flying in our game: tap anywhere on the screen to fly higher. You can combine these techniques to create unique and enjoyable controls in your future games.

The topics in this chapter include the following:

  • Retrofitting the Player class for flight

  • Polling for...