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

Exploring physics simulation mechanics


Let's take a closer look at the specifics of SpriteKit's physics system. For instance, why are the bees subject to gravity while the ground stays where it is? Though we attached physics bodies to both nodes, we actually used two different styles of physics bodies. There are three types of physics bodies, and each behaves slightly differently:

  • Dynamic: Physics bodies have volume and are fully subject to forces and collisions in the system. We will use dynamic physics bodies for most parts of the game world: the player, enemies, power-ups, and others.

  • Static: Physics bodies have volume but no velocity. The physics simulation does not move nodes with static bodies, but they can still collide with other game objects. We can use static bodies for walls or obstacles.

  • Edge: Physics bodies have no volume and the physics simulation will never move them. They mark off the boundaries of movement; other physics bodies will never cross them. Edges can cross each other...