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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
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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 GameScene for contact events


Now that we have assigned the physics categories to our game objects, we can monitor for contact events in the GameScene class. Follow these steps to wire up the GameScene class:

  1. First, we need to tell the GameScene class to implement the SKPhysicsContactDelegate protocol. SpriteKit can then inform the GameScene class when contact events occur. Change the GameScene class declaration line to look like this:

            class GameScene: SKScene, SKPhysicsContactDelegate { 
    
  2. We will tell SpriteKit to inform GameScene of contact events by setting the GameScene physicsWorld contactDelegate property to the GameScene instance. At the bottom of the GameScene didMove function, add this line:

            self.physicsWorld.contactDelegate = self 
    
  3. SKPhysicsContactDelegate defines a didBegin function that will fire when contact occurs. We can now implement this didBegin function in the GameScene class. Create a new function in the GameScene class named didBegin,...

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