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Swift Game Development

You're reading from   Swift Game Development Learn iOS 12 game development using SpriteKit, SceneKit and ARKit 2.0

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781788471152
Length 434 pages
Edition 3rd Edition
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Authors (2):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
Stephen Haney Stephen Haney
Author Profile Icon Stephen Haney
Stephen Haney
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Toc

Table of Contents (20) Chapters Close

Preface 1. Designing Games with Swift FREE CHAPTER 2. Sprites, Camera, Action! 3. Mix in the Physics 4. Adding Controls 5. Spawning Enemies, Coins, and Power-Ups 6. Generating a Never-Ending World 7. Implementing Collision Events 8. Polishing to a Shine – HUD, Parallax Backgrounds, Particles, and More 9. Adding Menus and Sounds 10. Standing out in the Crowd with Advanced Features 11. Introduction to SceneKit 12. Choosing a Monetization Strategy 13. Integrating with Game Center 14. Introduction to Spritekit with ARKit 15. Introduction to Scenekit with ARKit 16. Publishing the Game on the App Store 17. Multipeer Augmented Reality Other Books You May Enjoy Index

Adding the particle emitter to the game


We will attach our new emitter to the Player node, so the emitter will create new white circles wherever the player flies. We can easily reference the emitter design we just created in the editor from our code. Open GameScene.swift and add this code at the bottom of the didMove function:

// Instantiate a SKEmitterNode with the PierrePath design: 
if let dotEmitter = SKEmitterNode(fileNamed: "PierrePath") { 
    // Position the penguin in front of other game objects: 
    player.zPosition = 10 
    // Place the particle zPosition behind the penguin: 
    dotEmitter.particleZPosition = -1 
    // By adding the emitter node to the player, the emitter moves 
    // with the penguin and emits new dots wherever the player is 
    player.addChild(dotEmitter) 
    // However, the particles themselves should target the scene, 
    // so they trail behind as the player moves forward. 
    dotEmitter.targetNode = self 
} 

Run the project. You should see the white...

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