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

Physics bodies and gravity


SpriteKit simulates physics with physics bodies. We attach physics bodies to all the nodes that need physics computations. We will set up a quick example before exploring all of the details.

Dropping like flies

Our bees need to be part of the physics simulation, so we will add physics bodies to their nodes. Open your Bee.swift file and locate the init function. Add the following code at the bottom of the function:

// Attach a physics body, shaped like a circle 
// and sized roughly to our bee. 
self.physicsBody = SKPhysicsBody(circleOfRadius: size.width / 2) 

It is that easy to add a node to the physics simulation. Run the project. You will see our two bee instances drop off the screen. They are now subject to gravity, which is on by default.

Solidifying the ground

We want the ground to catch falling game objects. We can give the ground its own physics body so that the physics simulation can stop the bees from falling through it. Open your Ground.swift file, locate the...