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Swift 3 Game Development

Swift 3 Game Development

By : Haney
4.5 (6)
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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)
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Assigning categories to game objects


Now that we have the physics categories, we need to go back through our existing game objects and assign the categories to the physics bodies. We will start with the Player class.

The player

Open Player.swift and add the following code at the bottom of the init function:

self.physicsBody?.categoryBitMask = 
    PhysicsCategory.penguin.rawValue 
self.physicsBody?.contactTestBitMask = 
    PhysicsCategory.enemy.rawValue | 
    PhysicsCategory.ground.rawValue | 
    PhysicsCategory.powerup.rawValue | 
    PhysicsCategory.coin.rawValue 
self.physicsBody?.collisionBitMask = 
    PhysicsCategory.ground.rawValue 

We assigned the penguin physics category to the Player physics body, and used the contactTestBitMask property to set up contact logic tests with enemies, the ground, Power-ups, and coins. We used the collisionBitMask to make the penguin only bounce off the ground while gliding through other game objects.

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