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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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Toc

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

Adding Options to the Menu Scene


Create a new file called OptionsScene.swift.

Next, add in the assets for the Options Scene menu button, mute, unmute, slider base, and slider knob assets from the chapter and add them into the Assets.xcassts file. Add them under the HUD folder as follows:

In the OptionsScene class, add the following properties for the texture atlas, mute button, slider base, slider knob, and menu button:

import SpriteKit

class OptionsScene: SKScene {
    
// Grab the HUD sprite atlas:
    let textureAtlas:SKTextureAtlas = SKTextureAtlas(named:"HUD")
    
    let muteButton = SKSpriteNode()
    let sliderBase = SKSpriteNode()
    let sliderKnob = SKSpriteNode()
    
    let menuButton = SKSpriteNode()
}// class end

Now, we will add the functions to the class. First, we will add the didMove function, which will get called as soon as the Scene is loaded:

    override func didMove(to view: SKView) {
        
        // Position nodes from the center of the scene:
        self.anchorPoint...
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