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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 a new enemy - the Mad Fly


Pierre Penguin will need to dodge more than just Bees to accomplish his goal. We will add a few new enemies in this chapter, starting with the MadFly class. The Mad Fly is quite grumpy, as you can see:

Adding the MadFly class

MadFly is another straightforward class; it looks a lot like the bee code. Create a new Swift file named MadFly.swift and enter this code:

import SpriteKit 
 
class MadFly: SKSpriteNode, GameSprite { 
    var initialSize = CGSize(width: 61, height: 29) 
    var textureAtlas:SKTextureAtlas = 
        SKTextureAtlas(named: "Enemies") 
    var flyAnimation = SKAction() 
 
    init() { 
        super.init(texture: nil, color: .clear, 
            size: initialSize) 
        self.physicsBody = SKPhysicsBody(circleOfRadius: 
            size.width / 2) 
        self.physicsBody?.affectedByGravity = false 
        createAnimations() 
        self.run(flyAnimation) &...
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