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

Using the particle system


SpriteKit includes a powerful particle system that makes it easy to add exciting graphics to your game. Particle emitter nodes create many small instances of an image that are combined to create a great-looking effect. A very easy example of a particle system is Rain. Rain is a particle system, and each rain drop is a particle, and a cloud has a lot of emitters from where the droplets or particles are created.

We will create a particle system instead of just creating individual particles, because with a particle system you can create different kinds of effects using the same particle. For example, we saw Rain, which is a particle system; what if we wanted another effect, such as water coming out of the faucet? Here, the particle is the same—a water droplet—but a rain droplet behaves differently. Here, water is falling from the faucet; each drop falls with a force and is created with a single emitter—the faucet outlet. So, we can change the particle system to have...