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

Adding touches


Before we can add objects to the scene, we have to include touches so that an object will be placed where we touch on the scene. Basically, wherever we touch on the scene, a ray is cast onto the plane created in the previous step. Wherever the ray touches the plane, we get an intersection. Using this point as reference, we can place objects in the scene.

We will add some Booleans at the top of the viewConctroller class:

    var bGameSetup = false
    var bGameOver = false

bGameSetup will check whether the game is ready to start. bGameOver is a flag we set when the game is over.

To add touches to the scene, add the following function to the ViewController class:

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        
        let location = touches.first!.location(in: sceneView)
        
        
        var hitTestOptions = [SCNHitTestOption: Any]()
        hitTestOptions[SCNHitTestOption.boundingBoxOnly] = true
        
        let hitTestArray...