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

Polling for device movement with Core Motion


Apple provides the Core Motion framework to expose precise information on the iOS device's orientation in physical space. We can use this data to move our player on the screen when the user tilts their device in the direction they want to move. This unique style of input offers new gameplay mechanics in mobile games.

Note

You will need a physical iOS device for this Core Motion section. The iOS simulator in Xcode does not simulate device movement. However, this section is only a learning exercise and is not required to finish the game we are building. Our final game will not use Core Motion. Feel free to skip the Core Motion section if you cannot test with a physical device.

Implementing the Core Motion code

It is very easy to poll for device orientation. We will check the device's position during every update and apply the appropriate force to our player. Follow these steps to implement the Core Motion controls:

  1. In GameScene.swift, near the very top...