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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

Assigning categories to game objects


Now that we have the physics categories, we need to go back through our existing game objects and assign the categories to the physics bodies. We will start with the Player class.

The player

Open Player.swift and add the following code at the bottom of the init function:

self.physicsBody?.categoryBitMask = 
    PhysicsCategory.penguin.rawValue 
self.physicsBody?.contactTestBitMask = 
    PhysicsCategory.enemy.rawValue | 
    PhysicsCategory.ground.rawValue | 
    PhysicsCategory.powerup.rawValue | 
    PhysicsCategory.coin.rawValue 
self.physicsBody?.collisionBitMask = 
    PhysicsCategory.ground.rawValue 

We assigned the penguin physics category to the Player physics body, and used the contactTestBitMask property to set up contact logic tests with enemies, the ground, Power-ups, and coins. We used the collisionBitMask to make the penguin only bounce off the ground while gliding through other game objects.

Also...

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