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

Harnessing SpriteKit's 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 together to create a great-looking effect. You can use emitter nodes to generate snow, fire, sparks, explosions, magic, and other useful effects that would otherwise require a lot of effort.

For our game, you will learn how to use an emitter node to create a trail of small dots behind Pierre Penguin as he flies, making it easier for the player to learn how their taps influence Pierre's flight path.

When we are finished, Pierre's dot trail will look something like this:

Adding the circle particle asset

Each particle system emits multiple versions of a single image in order to create a cumulative particle effect. In our case, the image is a simple circle. To add the circle image to the game, follow these steps:

  1. Open the Assets.xcassets file in Xcode.

  2. Locate the [email protected] and...