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 the multipeer session class


First, we will create an MCSession object to create a session. The init takes three parameters:

  1. The peerID of the current device.

  2. The security identity to secure the connection (in this case, we are not going to, as we are aware who we are connecting to).

  3. The encryption preference. We can specify the required, preferred, or undesirable encryption. We will enable encryption by stating the required encryption.

Next, we will add a button for the Advertiser and the Browser.

If the device is an Advertiser, then the AdvertiseSelf function will be called. This will start the MCAdvertiserAssistant to get ready to connect to other devices.

If the device is a Browser, then the user will click the browse button to look for advertisers and get a list of Advertisers to connect to.

We will create functions to send information to all the peers and will send information regarding the current surroundings, any anchors that were added, and any other data sent.

We will also create...