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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

Testing our contact code


Now that you can see your console output, run the project. You should see our print strings appear in the console as you fly Pierre into various game objects. Your console should look something like this:

Congratulations— if you see the contact output in the console, you have completed the structure for our contact system.

You may notice that flying into coins produces strange collision behavior, which we will enhance later in this chapter. Next, we will add game logic for each type of contact.

Note

Checkpoint 7-A

The code up to this point is available in this chapter's code resources.

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