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

Laying the foundation


So far, we have learned through small bits of code, individually added to the GameScene class. The intricacy of our application is about to increase. To build a complex game world, we will need to construct re-usable classes and actively organize our new code.

Following protocol

To start, we want individual classes for each of our game objects (a bee class, a player penguin class, a power-up class, and so on). Furthermore, we want all of our game object classes to share a consistent set of properties and methods. We can enforce this commonality by creating a protocol, or a blueprint, for our game classes. The protocol does not provide any functionality on its own, but each class that adopts the protocol must follow its specifications exactly before Xcode can compile the project. Protocols are very similar to interfaces, if you are from a Java or C# background.

Add a new file to your project (right-click in the project navigator and choose New File, then Swift File) and...