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

Tracking the player's progress


First, we need to keep track of how far the player has flown. We will use this later as well, for keeping track of a high score. This is easy to implement. Follow these steps to track how far the player has flown:

  1. In the GameScene.swift file, add two new properties to the GameScene class:

            let initialPlayerPosition = CGPoint(x: 150, y: 250) 
    var playerProgress = CGFloat() 
  2. In the didMove function, update the line that positions the player to use the new initialPlayerPosition constant instead of the old hardcoded value:

            // Add the player to the scene: 
    player.position = initialPlayerPosition
  3. In the didSimulatePhysics function, update the new playerProgress property with the player's new distance:

            // Keep track of how far the player has flown 
    playerProgress = player.position.x -
    initialPlayerPosition.x

Perfect! We now have access to the player's progress at all times in the GameScene class. We can use the distance traveled to reposition the ground...