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Swift Game Development

You're reading from   Swift Game Development Learn iOS 12 game development using SpriteKit, SceneKit and ARKit 2.0

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781788471152
Length 434 pages
Edition 3rd Edition
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Authors (2):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
Stephen Haney Stephen Haney
Author Profile Icon Stephen Haney
Stephen Haney
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Table of Contents (20) Chapters Close

Preface 1. Designing Games with Swift 2. Sprites, Camera, Action! FREE CHAPTER 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. Introduction to SceneKit 12. Choosing a Monetization Strategy 13. Integrating with Game Center 14. Introduction to Spritekit with ARKit 15. Introduction to Scenekit with ARKit 16. Publishing the Game on the App Store 17. Multipeer Augmented Reality Other Books You May Enjoy Index

Parallax background layers


Parallax adds the feeling of depth to your game by drawing separate background layers and moving them past the camera at varying speeds. Very slow backgrounds give the illusion of distance, while fast-moving backgrounds appear to be close to the player. We can enhance this effect by painting faraway objects with increasingly desaturated colors.

In our game, we will achieve the parallax effect by attaching our backgrounds to the scene, then slowly pushing the backgrounds to the right as the camera pans right. As the camera moves to the right (making the children of the scene appear to move left), we will move the background's x position to the right, so that the total background node movement is less than for the other children of the scene. The result will be background layers that appear to move more slowly than the rest of our game, and thus appear farther away.

In addition, each background will only be 3,072 points wide, but will jump forward at precise intervals...

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