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 a UI for the app


We will now create some UI-like buttons for hosting and joining a session and a Map button to send the map once we have connected to a peer. We will also create a couple of text labels to tell us what the app is doing currently.

For sending the map, we will create a custom class so that the button lights up when the map is ready to be sent.

Create a new Swift file called RoundedButton. In it, create a new class of the same name and inherit from UIButton:

import UIKit

@IBDesignable
class RoundedButton: UIButton {

    
}

In this class, we will add the init function, which will, in turn, call the setup() function in which we will set the button parameters.

Also, override the isEnabled function, which, when set, will change backgroundColor; otherwise, it will be gray in color.

Add the following init function:

    override init(frame: CGRect) {
        super.init(frame: frame)
        setup()
    }

We also need the required init function, so add it, as shown in the following...