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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

Adding the Power-up Star


Many of my favorite games grant temporary invulnerability when the player picks up a Star. We will add a hyperactive Power-up Star to our game. Meet our Star:

Adding the Star class

Now that the art is in place, you can create a new Swift file named Star.swift in your project; we will continue to organize classes into distinct files. The Star class will be similar to the bee class we created earlier. It will inherit from SKSpriteNode and adhere to our GameSprite protocol. The Star will add a lot of power to the player, so we will also give it a special zany animation based on SKAction to make it stand out.

To create the Star class, add the following code in your Star.swift file:

import SpriteKit

class Star: SKSpriteNode, GameSprite { 
var initialSize = CGSize(width: 40, height: 38) 
var textureAtlas: SKTextureAtlas = 
SKTextureAtlas(named: "Environment") 
Var pulseAnimation = SKAction() 

init() { 
        let starTexture = 
textureAtlas.textureNamed("star") 
super.init...
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