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

Assigning categories to game objects


Now that we have the physics categories, we need to go back through our existing game objects and assign the categories to the physics bodies. We will start with the Player class.

The player

Open Player.swift and add the following code at the bottom of the init function:

self.physicsBody?.categoryBitMask = 
    PhysicsCategory.penguin.rawValue 
self.physicsBody?.contactTestBitMask = 
    PhysicsCategory.enemy.rawValue | 
    PhysicsCategory.ground.rawValue | 
    PhysicsCategory.powerup.rawValue | 
    PhysicsCategory.coin.rawValue 
self.physicsBody?.collisionBitMask = 
    PhysicsCategory.ground.rawValue 

We assigned the penguin physics category to the Player physics body, and used the contactTestBitMask property to set up contact logic tests with enemies, the ground, power-ups, and coins. We used the collisionBitMask to make the penguin only bounce off the ground while gliding through other game objects.

Also, notice how we use the rawValue property of our...