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

Creating an AR Spritekit project


Open Xcode and create a new project. In the Application tab, select Augmented Reality App:

Next, set the name of the project, the development team, the language, and the content technology:

Once the project is created, sign in with your developer account to run it on the device:

When you run the application, it will need permission to access the camera. Click OK:

Now, move around in the room with the camera and touch the screen. You will see objects created on the screen, and they will scale depending upon how close you are to the object:

The objects in SpriteKit ARKit are all 2D objects, so they do not have perspective or depth. The object is made to face the camera irrespective of the user's location and orientation. This is called bill boarding.

Let's see how all of this is set in code to make it work. In terms of class structure, you will see that it remains the same. We still have the same Main.Storyboard, ViewController.swift, Scene.swift, and Scene.sks files...