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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

Adding the Power-up Star


Many of my favorite games grant temporary invulnerability when the player picks up a Star. We will add a hyperactive Power-up Star to our game. Meet our Star:

Adding the Star class

Now that the art is in place, you can create a new Swift file named Star.swift in your project; we will continue to organize classes into distinct files. The Star class will be similar to the bee class we created earlier. It will inherit from SKSpriteNode and adhere to our GameSprite protocol. The Star will add a lot of power to the player, so we will also give it a special SKAction-based zany animation to make it stand out.

To create the Star class, add the following code in your Star.swift file:

import SpriteKit 
 
class Star: SKSpriteNode, GameSprite { 
    var initialSize = CGSize(width: 40, height: 38) 
    var textureAtlas:SKTextureAtlas = 
        SKTextureAtlas(named: "Environment") 
    var pulseAnimation = SKAction() 
 
    init() { 
...
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