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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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Toc

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

Creating the hero class and physics

Create a new class, called Hero, and add the following code to it:

import SceneKit
class Hero: SCNNode {
    
    var isGrounded = false
    
    var monsterNode = SCNNode()
    var jumpPlayer = SCNAnimationPlayer()
    var runPlayer = SCNAnimationPlayer()
    
    init(currentScene: GameSCNScene){
        super.init()
        self.create(currentScene: currentScene)
    }
    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
    func create(currentScene: GameSCNScene){
    
    }
} 

At the top of the create variables, which we will be needing later, we create a bool to check whether the character is grounded or not. Create a SCNNode to access the character node and create two SCNAnimationPlayer variables to access the player animations.

We create a custom init function, which takes in GameSCNScene, so that we can add the current scene to the parent scene. We call the super.init function...

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