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

Recycling emitter nodes with particle pools


We do not need to create a new emitter node for every single crate in our game. Instead, we will create a small pool of emitter nodes when the game starts and reposition them when the player smashes a crate. This is a performance best practice as emitter nodes can use system resources quickly. Follow these steps to create a particle emitter node pooling system:

  1. In Xcode, create a new .swift file named ParticlePool.swift, and add the following code to your new file:

            import SpriteKit 
     
            class ParticlePool { 
                var cratePool:[SKEmitterNode] = [] 
                var heartPool:[SKEmitterNode] = [] 
                var crateIndex = 0 
                var heartIndex = 0 
                // A property to store a reference to the GameScene: 
                var gameScene = SKScene() 
         
                init() { 
                    // Create 5 crate explosion emitter nodes: 
                    for...