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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

Retrofitting the Player class for flight


We need to perform a few quick setup tasks before we can react to player input. We will remove some of our older testing code and add a physics body to the Player class.

The Beekeeper

First, clean up the old bee physics tests from the last chapter. Open GameScene.swift, find didMove and locate the bottom two lines; one sets a mass for bee2, and the other applies an impulse to bee2. Remove these two lines:

bee2.physicsBody?.mass = 0.2 
bee2.physicsBody?.applyImpulse(CGVector(dx: -25, dy: 0)) 

Updating the Player class

We need to give the Player class its own update function. We want to store player-related logic in Player and we need it to run before every frame:

  1. Open Player.swift and add the following function inside Player:

            func update() { } 
    
  2. In GameScene.swift, add this code at the bottom of the GameScene class:

            override func update(_ currentTime: TimeInterval) { 
                player.update() 
            } 
    
  3. Perfect. The GameScene class will...

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