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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

Preparing for endless flight


In Chapter 6, Generating a Never-Ending World, we will build a never-ending level by spawning tactical obstacle courses full of these new game objects. We need to clear out all of our test objects to get ready for this new level spawning system. Once you are ready, remove the new test code we just added to the GameScene class. Also, remove the six lines that we have been using to spawn the bees from previous chapters. Finally, uncomment the line in Player.swift that sets Pierre's velocity forward (if you chose to comment it out when testing the new classes in the previous section.)

When you are finished, your GameScene class didMove function should look like this:

override func didMove(to view: SKView) { 
    self.anchorPoint = .zero 
    self.backgroundColor = UIColor(red: 0.4, green: 0.6, blue: 
        0.95, alpha: 1.0) 
 
    // Assign the camera to the scene 
    self.camera = cam 
 
    // Add the ground to the scene...
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