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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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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

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 that 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 whether the touched node adopts our GameSprite...

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