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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
Tools
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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

Improving the camera


Our camera code works well; it follows the player wherever they fly. However, we can improve the camera to enhance the flying experience. In this section, we will add two new features:

  • Zoom the camera out as Pierre Penguin flies higher, reinforcing the feeling of increasing height.

  • Suspend vertical centering when the player drops below the halfway point of the screen. This means the ground never fills too much of the screen, and adds the feeling of cutting upwards into the air when Pierre flies higher and the camera starts tracking him again.

Follow these steps to implement these two improvements:

  1. In GameScene.swift, create a new variable in the GameScene class to store the center point of the screen:

            var screenCenterY = CGFloat() 
    
  2. In the didMove function, set this new variable with the calculated center of the screen's height:

            // Store the vertical center of the screen: 
            screenCenterY = self.size.height / 2 
    
  3. We need to rework the didSimulatePhysics...

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