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

Creating a real game


The first thing we must implement to make this a real game is collision detection. Then, we'll add an end to the game; otherwise, it will be really boring. Finally, a few extra touches will make the game more appealing.

Detecting collisions

Collision detection in SceneKit is implemented as it is in SpriteKit. For every node that can collide, we must create a physics body and attach it to the node, setting a unique identifier for that body. Finally, a contact delegate will receive a call when a collision is detected.

First of all, we define an enumeration to list all the possible types of bodies, of which there are only two in our case:

enum BodyType : Int {
    case jetfighter = 1
    case cube = 2
}

In createJetfighter(), we create a parallelepiped to act as a physics body for the jet fighter because employing the actual model we used for rendering is a waste of calculation resources. For the purpose of detecting a collision, a rough shape is enough:

func createJetfighter...