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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

Pushing Pierre forward


This style of game usually moves the world forward at a constant speed. Rather than applying force or impulse, we can manually set a constant velocity for Pierre during every update. Open the Player.swift file and add this code at the bottom of the update function:

// Set a constant velocity to the right: 
self.physicsBody?.velocity.dx = 200 

Run the project. Our protagonist penguin will move forward, past the swarm of bees and through the world. This works well, but you will quickly notice that the ground runs out as Pierre moves forward, as shown in this screenshot:

Recall that our ground is only as wide as the screen width multiplied by six. Rather than extending the ground further, we will move the ground's position at well-timed intervals. Since the ground is made from repeating tiles, there are many opportunities to jump its position forward seamlessly. We simply need to figure out when the player has travelled the correct distance.

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