Book Image

Swift Game Development - Third Edition

By : Siddharth Shekar, Stephen Haney
Book Image

Swift Game Development - Third Edition

By: Siddharth Shekar, Stephen Haney

Overview of this book

Swift is the perfect choice for game development. Developers are intrigued by Swift 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. The book starts by introducing Swift's best features – including its new ones for game development. Using SpriteKit, you will learn how to animate sprites and textures. Along the way, you will master physics, animations, and collision effects and how to build the UI aspects of a game. You will then work on creating a 3D game using the SceneKit framework. Further, we will look at how to add monetization and integrate Game Center. With iOS 12, we see the introduction of ARKit 2.0. This new version allows us to integrate shared experiences such as multiplayer augmented reality and persistent AR that is tied to a specific location so that the same information can be replicated on all connected devices. In the next section, we will dive into creating Augmented Reality games using SpriteKit and SceneKit. Then, finally, we will see how to create a Multipeer AR project to connect two devices, and send and receive data back and forth between those devices in real time. By the end of this book, you will be able to create your own iOS games using Swift and publish them on the iOS App Store.
Table of Contents (22 chapters)
Swift Game Development Third Edition
Contributors
Preface
Other Books You May Enjoy
Index

Adding the Gameloop


In the GameSCNScene class, import SpriteKit at the top:

import UIKit
import SceneKit
import SpriteKit

Also create a global variable called skScene of type OverlaySKScene. Add the following code in the GameSCNScene at the end of the init function:

skScene = OverlaySKScene(size: _size, gameScene: self)
scnView.overlaySKScene = skScene
skScene.scaleMode = SKSceneScaleMode.Fill        

Here, we initialize the skScene global variable we created earlier and pass in the size of the current scene and the current SceneKit class. Next, we assign the skScene class to the overlaySKScene property of scnView. Finally, we set the scaleMode of the skScene variable to type SKSceneScaleMode.Fill.

Next, create a new function called heroJump as follows:

func heroJump(){
        
hero.jump() 
          
}

We call the jump function of the hero class here, which will get called whenever we press the jump button.

Next, we will still need to add the Boolean and functions to the class to make our game...