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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

Renovating the GameScene class

We have made quite a few changes to our project. Luckily, this is the last major overhaul of the previous animation code. Moving forward, we will use the terrific structure we built in this chapter. At this point, your GameScene.swift file should look something like the following:

import SpriteKit 
 
class GameScene: SKScene { 
    let cam = SKCameraNode() 
    let ground = Ground() 
    let player = Player() 
 
    override func didMove(to view: SKView) { 
        self.anchorPoint = .zero 
        self.backgroundColor = UIColor(red: 0.4, green: 0.6, blue: 
            0.95, alpha: 1.0) 
 
        // Assign the camera to the scene 
        self.camera = cam 
 
        // Spawn our test bees: 
        let bee2 = Bee() 
        bee2.position = CGPoint(x: 325, y: 325) 
        self.addChild(bee2) 
        let bee3 = Bee() 
        bee3.position = CGPoint(x: 200, y: 325) 
        self.addChild(bee3) 
 
        // Add the ground to the scene: 
        ground.position...
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