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

Pushing Pierre forward


This style of game usually moves the world forward at a constant speed. Rather than applying force or impulse, we can manually set a constant velocity for Pierre during every update. Open the Player.swift file and add this code at the bottom of the update function:

// Set a constant velocity to the right: 
self.physicsBody?.velocity.dx = 200 

Run the project. Our protagonist penguin will move forward, past the swarm of bees and through the world. This works well, but you will quickly notice that the ground runs out as Pierre moves forward, as shown in this screenshot:

Recall that our ground is only as wide as the screen width multiplied by six. Rather than extending the ground further, we will move the ground's position at well-timed intervals. Since the ground is made up of repeating tiles, there are many opportunities to jump its position forward seamlessly. We simply need to figure out when the player has travelled the correct distance.