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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

Implementing touch events for the restart menu


Now that our buttons are displaying, we can add touch events in the GameScene class that are similar to the START GAME button in the MenuScene class.

To add the touch events, open GameScene.swift and locate the touchesBegan function. We will add the restart menu code at the bottom of the for loop. I am including the entire touchesBegan function in the following code, with new additions in bold:

override func touchesBegan(_ touches: Set<UITouch>, with event:  
    UIEvent?) { 
    for touch in (touches) { 
        // Find the location of the touch: 
        let location = touch.location(in: self) 
        // Locate the node at this location: 
        let nodeTouched = atPoint(location) 
        // Attempt to downcast the node to the GameSprite protocol 
        if let gameSprite = nodeTouched as? GameSprite { 
            // If this node adheres to GameSprite, call onTap: 
            gameSprite.onTap() 
        } 
         
        // Check...
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