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

Preparing for endless flight


In Chapter 6, Generating a Never-Ending World, we will build a never-ending level by spawning tactical obstacle courses full of these new game objects. We need to clear out all of our test objects to get ready for this new level spawning system. Once you are ready, remove the new test code we just added to the GameScene class. Also, remove the six lines that we have been using to spawn the bees from previous chapters. Finally, uncomment the line in Player.swift that sets Pierre's velocity forward (if you chose to comment it out when testing the new classes in the previous section.)

When you are finished, your GameScene class didMove function should look like this:

override func didMove(to view: SKView) { 
    self.anchorPoint = .zero 
    self.backgroundColor = UIColor(red: 0.4, green: 0.6, blue: 
        0.95, alpha: 1.0) 
 
    // Assign the camera to the scene 
    self.camera = cam 
 
    // Add the ground to the scene...