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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

Teaching our penguin to fly


Let's implement the control scheme for our penguin. The player can tap anywhere on the screen to make Pierre fly higher and release to let him fall. We are going to make quite a few changes-if you need help, refer to the checkpoint at the end of this chapter. Start by modifying the Player class; follow these steps to prepare our Player for flight:

  1. In Player.swift, add some new properties directly to the Player class:

            // Store whether we are flapping our wings or in free-fall: 
            var flapping = false 
            // Set a maximum upward force. 
            // 57,000 feels good to me, adjust to taste: 
            let maxFlappingForce:CGFloat = 57000 
            // Pierre should slow down when he flies too high: 
            let maxHeight:CGFloat = 1000 
    
  2. So far, Pierre has been flapping his wings by default. Instead, we want to display the soaring animation by default and only run the flap animation when the user presses the screen. In the init function, remove the line...

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