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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
Tools
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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

Building a SKSpriteNode class

Let's begin by drawing a blue square on the screen. The SKSpriteNode class can draw both texture graphics and solid blocks of color. It is often helpful to prototype your new game ideas with blocks of color before you spend time on artwork. To draw the blue square, add an instance of SKSpriteNode to the game:

override func didMove(to view: SKView) { 
    // Make the scene position from its lower left 
    // corner, regardless of any other settings: 
    self.anchorPoint = .zero 
 
    // Instantiate a constant, mySprite, instance of SKSpriteNode 
    // The SKSpriteNode constructor can set color and size 
    // Note: UIColor is a UIKit class with built-in color presets 
    // Note: CGSize is a type we use to set node sizes 
    let mySprite = SKSpriteNode(color: .blue, size: 
    CGSize(width: 50, height: 50)) 
 
    // Assign our sprite a position in points, relative to its 
    // parent node (in this case, the scene) 
    mySprite.position =...
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