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

Encounters in endless flying


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 the basic concept:

A finished game might include twenty or more encounters to feel varied and random. We will create three encounters in this chapter, 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 (from the iOS...