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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

Designing levels with the SpriteKit scene editor

The Scene editor is a valuable addition to SpriteKit. Previously, developers would be forced to hard-code positional values or rely on third-party tools or custom solutions for level design. Now, we can lay out our levels directly within Xcode by dragging and dropping sprites. We can create nodes, attach physics bodies and constraints, create physics fields, and edit properties directly from the interface.

Here is a simple example scene you might build by simply clicking and dragging:

Designing levels with the SpriteKit scene editor

In this example, I simply dragged and positioned sprites in the scene. If you are making an unsophisticated game, you can start in the scene editor rather than creating custom classes. By editing physics bodies in the editor, you can even create entire physics-based games in the editor, adding only a few lines of code for the controls.

Complex games require custom logic and texture animation for every object, so we will implement a system in our penguin game that...

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