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Swift Game Development

Swift Game Development

By : Siddharth Shekar, Haney
2.7 (3)
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Swift Game Development

Swift Game Development

2.7 (3)
By: Siddharth Shekar, 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 (20 chapters)
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19
Index

Adding custom sprite

Next, let's add our custom sprite to the scene. We will use the same asset that we used to make the regular SpriteKit game. One difference is that this time we will use the bee as one of the enemies. So, add the bat-fly, bat, bee-fly, bee, madfly-fly, and madfly assets to the assets in the Enemies folder:

Adding custom sprite

Also, add the GameSprite.swift, Bee.swift, Bat.swift, and Madfly.swift files and make changes to them as explained in this section.

Here is the GameSprite.swift file:

import SpriteKit

protocol GameSprite {
    var textureAtlas: SKTextureAtlas { get set }
    var initialSize: CGSize { get set }
}

Here is the modified Bee.swift file:

import SpriteKit

// Create the new class Bee, inheriting from SKSpriteNode
// and adopting the GameSprite protocol:
class Bee: SKSpriteNode, GameSprite {
    // We will store our size, texture atlas, and animations
    // as class wide properties.
    var initialSize: CGSize = CGSize(width: 28, height: 24)
    var textureAtlas:SKTextureAtlas...

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