Book Image

Swift 2 By Example

By : Giordano Scalzo
Book Image

Swift 2 By Example

By: Giordano Scalzo

Overview of this book

Swift is no longer the unripe language it was when launched by Apple at WWDC14, now it’s a powerful and ready-for-production programming language that has empowered most new released apps. Swift is a user-friendly language with a smooth learning curve; it is safe, robust, and really flexible. Swift 2 is more powerful than ever; it introduces new ways to solve old problems, more robust error handling, and a new programming paradigm that favours composition over inheritance. Swift 2 by Example is a fast-paced, practical guide to help you learn how to develop iOS apps using Swift. Through the development of seven different iOS apps and one server app, you’ll find out how to use either the right feature of the language or the right tool to solve a given problem. We begin by introducing you to the latest features of Swift 2, further kick-starting your app development journey by building a guessing game app, followed by a memory game. It doesn’t end there, with a few more apps in store for you: a to-do list, a beautiful weather app, two games: Flappy Swift and Cube Runner, and finally an ecommerce app to top everything off. By the end of the book, you’ll be able to build well-designed apps, effectively use AutoLayout, develop videogames, and build server apps.
Table of Contents (18 chapters)
Swift 2 By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Free Chapter
1
Welcome to the World of Swift
2
Building a Guess the Number App
Index

Making the components interact


Although the app is colorful and seeing the bird fly is fun, we need to create a real-world scene, where collision with an obstacle typically brings you to a halt.

Setting up the collision-detection engine

The SpriteKit physics engine provides us with a really simple mechanism to detect collisions between objects. Basically, we need to set a bitmask for each component and then a collision-detection delegate. Let start defining the bitmask; for it, we define an enumeration in GameScene:

enum BodyType : UInt32 {
    case bird = 0b0001
    case ground = 0b0010
    case pipe = 0b0100
    case gap = 0b1000
}

Pay attention to two things. First, we must define the bitmask as a power of 2 so that we can detect what touches what using a bitwise or operation. Second, we've added a gap identifier, a component we haven't defined yet.

A gap is the hole between two pipes, and we need to detect the moment when the bird passes through this hole in order to increase the score.

Let...