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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

Player health and damage


The first custom contact logic is player damage. We will assign the player health points and take them away when damaged. The game will end when the player runs out of health. This is one of the core mechanics of our gameplay. Follow these steps to implement the health logic:

  1. In the Player.swift file, add six new properties to the Player class:

            // The player will be able to take 3 hits before game over: 
            var health: Int = 3 
            // Keep track of when the player is invulnerable: 
            var invulnerable = false 
            // Keep track of when the player is newly damaged: 
            var damaged = false 
            // We will create animations to run when the player takes 
            // damage or dies. Add these properties to store them: 
            var damageAnimation = SKAction() 
            var dieAnimation = SKAction() 
            // We want to stop forward velocity if the player dies, 
            // so we will now store forward velocity as a property: 
            var...
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