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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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Toc

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

Guarding the ground - adding the Blade


The Blade class will keep Pierre from flying too low. This enemy class will be similar to the others we have created, with one exception: we will generate a physics body based on the texture. The physics body circles that we have been using are much faster computationally and are usually sufficient to describe the shapes of our enemies; the Blade class requires a more complicated physics body, given its half-circle shape and bumpy edges:

Adding the Blade class

To add the Blade class, create a new file named Blade.swift and add the following code:

import SpriteKit 
 
class Blade: SKSpriteNode, GameSprite { 
    var initialSize = CGSize(width: 185, height: 92) 
    var textureAtlas:SKTextureAtlas = 
        SKTextureAtlas(named: "Enemies") 
    var spinAnimation = SKAction() 
 
    init() { 
        super.init(texture: nil, color: .clear, 
            size: initialSize) 
        let startTexture =...
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