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 contact events to our game


Now that you are familiar with SpriteKit's physics concepts, we can head into Xcode to implement physics categories and contact logic for our penguin game. We will start by adding our physics categories.

Setting up the physics categories

To create our physics categories, open your GameScene.swift file and enter the following code at the very top, completely outside the GameScene class:

enum PhysicsCategory: UInt32 { 
    case penguin = 1 
    case damagedPenguin = 2 
    case ground = 4 
    case enemy = 8 
    case coin = 16 
    case powerup = 32 
} 

Notice how we double each succeeding value, as in our previous example. We are also creating an extra category for our penguin to use after he takes damage. We will use the damagedPenguin physics category to allow the penguin to pass through enemies for a few seconds after taking damage.