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Swift 3 Game Development

You're reading from   Swift 3 Game Development Build iOS 10 Games with Swift 3.0

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781787127753
Length 258 pages
Edition 2nd Edition
Languages
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Author (1):
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Stephen Haney Stephen Haney
Author Profile Icon Stephen Haney
Stephen Haney
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Table of Contents (14) 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. Choosing a Monetization Strategy 12. Integrating with Game Center 13. Ship It! Preparing for the App Store and Publication

Learning the SpriteKit collision vocabulary


SpriteKit uses some unique concepts and terms to describe physics events. If you familiarize yourself with these terms now, it will be easier to understand the implementation steps later in the chapter.

Collision versus contact

There are two types of interactions when physics bodies come together in the same space:

  • Collision: This is the physics simulation's mathematical analysis and repositioning of bodies after they touch. Collisions include all the automatic physical interactions between bodies: preventing overlap, bouncing apart, spinning through the air, and transferring momentum. By default, physics bodies collide with every other physics body in the scene; we have witnessed this automatic collision behavior in our game so far.

  • Contact: This event also occurs when two bodies touch. Contact events allow us to wire in our custom game logic when two bodies come into contact. Contact events do not create any change on their own; they only provide...

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