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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

Assigning a physics body to the player

We will use physics forces to move our player around the screen. To apply these forces, we must first add a physics body to the player sprite.

Creating a physics body shape from a texture

When gameplay allows, you should use circles to define your physics bodies—circles are the most efficient shape for the physics simulation and result in the highest frame rate. However, the accuracy of Pierre's shape is very important to our gameplay, and a circle is not a great fit for his shape. Instead, we will assign a special type of physics body, based on his texture.

Apple introduced the ability to define the shape of a physics body with opaque texture pixels in Xcode 6. This is a convenient addition as it allows us to create extremely accurate shapes for our sprites. There is a performance penalty, however, it is computationally expensive to use these texture-driven physics bodies. You will want to use them sparingly, only on your most important sprites...

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