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

Improving the camera


Our camera code works well; it follows the player wherever they fly. However, we can improve the camera to enhance the flying experience. In this section, we will add two new features:

  • Zoom the camera out as Pierre Penguin flies higher, reinforcing the feeling of increasing height.

  • Suspend vertical centering when the player drops below the halfway point of the screen. This means the ground never fills too much of the screen, and adds the feeling of cutting upwards into the air when Pierre flies higher and the camera starts tracking him again.

Follow these steps to implement these two improvements:

  1. In GameScene.swift, create a new variable in the GameScene class to store the center point of the screen:

            var screenCenterY = CGFloat() 
    
  2. In the didMove function, set this new variable with the calculated center of the screen's height:

            // Store the vertical center of the screen: 
            screenCenterY = self.size.height / 2 
    
  3. We need to rework the didSimulatePhysics...