Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Swift 3 Game Development
  • Table Of Contents Toc
  • Feedback & Rating feedback
Swift 3 Game Development

Swift 3 Game Development

By : Haney
4.5 (6)
close
close
Swift 3 Game Development

Swift 3 Game Development

4.5 (6)
By: Haney

Overview of this book

Swift is the perfect choice for game development. Developers are intrigued by Swift 3.0 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. This book starts by introducing SpriteKit and Swift's new features that can be used for game development. After setting up your first Swift project, you will build your first custom class, learn how to draw and animate your game, and add physics simulations. Then, you will add the player character, NPCs, and powerups. To make your game more fun and engaging, you will learn how to set up scenes and backgrounds, build fun menus, and integrate with Apple Game Center to add leaderboards and achievements. You will then make your game stand out by adding animations when game objects collide, and incorporate proven techniques such as the advanced particle system and graphics. Finally, you will explore the various options available to start down the path towards monetization and publish your finished games to the App Store. By the end of this book, you will be able to create your own iOS games using Swift and SpriteKit.
Table of Contents (14 chapters)
close
close

Wiring up the sprite onTap events


Your games will often require the ability to run code when the player taps a specific sprite. I like to implement a system that includes all the sprites in your game so you can add tap events to each sprite without building any additional structure. We have already implemented onTap methods in all of our classes that adopt the GameSprite protocol; we still need to wire up the scene to call these methods when the player taps the sprites.

Note

Before we move on, we need to remove the Core Motion code, since we will not be using it in the finished game. Once you finish exploring the Core Motion example, please remove it from the game by following the previous section's bullet points in reverse.

Implementing touchesBegan in the GameScene

SpriteKit calls our scene's touchesBegan function every time the screen is touched. We will read the location of the touch and determine the sprite node in that position. We can check if the touched node adopts our GameSprite protocol...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech

Create a Note

Modal Close icon
You need to login to use this feature.
notes
bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Delete Note

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Edit Note

Modal Close icon
Write a note (max 255 characters)
Cancel
Update Note

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY