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

Centering the camera on a sprite


Games often require the camera to follow the player sprite as it moves through space. We definitely want this camera behavior for Pierre, our penguin character, whom we will soon be adding to the game. With iOS9, Apple added a new SKCameraNode class, which makes this task easy. We will attach an SKCameraNode to our scene and position it directly over the player to keep their character centered in the view.

You can find the code for our camera functionality in the following code block. Read the comments for a detailed explanation. This is a quick recap of the changes:

  • Our didMove function was becoming too crowded. We broke out our flying bee code into a new function named addTheFlyingBee. Later, we will encapsulate game objects, such as bees, into their own classes.

  • We created two new constants on the GameScene class: the camera node and the bee node.

  • We updated the didMove function. It assigns the new camera node to the scene's camera.

  • We have added a new function...