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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

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 game play, 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.

To create...

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