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

Building encounters for Pierre Penguin


Endless flyer games continue until the player loses. They do not feature distinct levels; instead, we will design encounters (my own term) for our protagonist penguin to explore. We can create an endless world by stringing together encounters one after the other and randomly recycling from the beginning when we need more content.

The following diagram illustrates this basic concept:

A finished game might include twenty or more encounters to feel varied and random. We will create three encounters in this chapter in order to populate the encounter recycling system.

We will build each encounter in its own scene file, in the same way we would approach a separate level in a standard platformer or physics game.

Creating our first encounter

First, create an encounter folder group to keep our project organized. Right-click your project in the project navigator and create a new group named Encounters. Then, right-click on Encounters and add a new SpriteKitScene file...