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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

Another terror - Bats!


We are getting into quite a rhythm with creating new classes. Now, we will add a Bat to swarm with the Bees. The Bat is small, but has a very sharp fang:

Adding the Bat class

To add the Bat class, create a file named Bat.swift and add this code:

import SpriteKit 
 
class Bat: SKSpriteNode, GameSprite { 
    var initialSize = CGSize(width: 44, height: 24) 
    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) 
    } 
 
    func createAnimations() { 
        let flyFrames:[SKTexture] = [ 
            textureAtlas.textureNamed...
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