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

Playing sound effects


Playing simple sounds is even easier. We will use SKAction objects to play sounds on specific events, such as picking up a coin or starting the game.

Adding the coin sound effect to the Coin class

First, we will add a happy sound each time the player collects a coin. To add the coin sound effect, follow these steps:

  1. Open Coin.swift and add a new property to the Coin class to cache a coin sound action:

            let coinSound =  
                SKAction.playSoundFileNamed("Sound/Coin.aif",  
                waitForCompletion: false) 
    
  2. Locate the collect function and add the following line at the bottom of the function to play the sound:

            // Play the coin sound: 
            self.run(coinSound) 
    

That is all you need to do to play the coin sound every time the player collects a coin. You can run the project now to test it out if you like.

Tip

To avoid memory-based crashes, it is important to cache each playSoundFileNamed action object and rerun the same object...