Book Image

Swift 3 Game Development - Second Edition

By : Stephen Haney
Book Image

Swift 3 Game Development - Second Edition

By: Stephen Haney

Overview of this book

Swift is the perfect choice for game development. Developers are intrigued by Swift 3.0 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. This book starts by introducing SpriteKit and Swift's new features that can be used for game development. After setting up your first Swift project, you will build your first custom class, learn how to draw and animate your game, and add physics simulations. Then, you will add the player character, NPCs, and powerups. To make your game more fun and engaging, you will learn how to set up scenes and backgrounds, build fun menus, and integrate with Apple Game Center to add leaderboards and achievements. You will then make your game stand out by adding animations when game objects collide, and incorporate proven techniques such as the advanced particle system and graphics. Finally, you will explore the various options available to start down the path towards monetization and publish your finished games to the App Store. By the end of this book, you will be able to create your own iOS games using Swift and SpriteKit.
Table of Contents (20 chapters)
Swift 3 Game Development - Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Designing levels with the SpriteKit scene editor


The S cene editor is a valuable addition to SpriteKit. Previously, developers would be forced to hardcode positional values or rely on third-party tools or custom solutions for level design. Now, we can layout our levels directly within Xcode by dragging and dropping sprites. We can create nodes, attach physics bodies and constraints, create physics fields, and edit properties directly from the interface.

Here is a simple example scene you might build by simply clicking and dragging:

In this example, I simply dragged and positioned sprites in the scene. If you are making an unsophisticated game, you can start in the scene editor rather than creating custom classes. By editing physics bodies in the editor, you can even create entire physics-based games in the editor, adding only a few lines of code for the controls.

Complex games require custom logic and texture animation for every object, so we will implement a system in our penguin game that...