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

Adding a HUD


Our game needs a HUD to show the player's current health and coin score. We can use hearts to indicate health – as in classic games in the past—and draw text to the screen with SKLabelNode to display the number of coins collected.We will attach the HUD to the camera node, instead of to the scene itself, since it does not move as the player flies forward. We do not want to block the player's vision of upcoming obstacles to the right, so we will place the HUD elements in the top-left corner of the screen.

When we are finished, our HUD will look like this (after the player collects 110 coins and sustains one point of damage):

First, we need to add the HUD art assets into the game. Follow these steps to add the HUD textures:

  1. In Xcode, open the Assets.xcassets file and create a new sprite atlas by right-clicking in the left pane and selecting New Sprite Atlas. Name this new atlas HUD.

  2. Remove the empty example sprite that Xcode creates in the new atlas.

  3. In the asset pack, locate the HUD...