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Mastering Swift 3

You're reading from   Mastering Swift 3 Build incredible apps for iOS and OS X

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786466129
Length 392 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Jon Hoffman Jon Hoffman
Author Profile Icon Jon Hoffman
Jon Hoffman
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Table of Contents (18) Chapters Close

Preface 1. Taking the First Steps with Swift FREE CHAPTER 2. Learning About Variables, Constants, Strings, and Operators 3. Using Swift Collections and the Tuple Type 4. Control Flow and Functions 5. Classes and Structures 6. Using Protocols and Protocol Extensions 7. Protocol-Oriented Design 8. Writing Safer Code with Availability and Error Handling 9. Custom Subscripting 10. Using Optional Types 11. Working with Generics 12. Working with Closures 13. Using Mix and Match 14. Concurrency and Parallelism in Swift 15. Swift Formatting and Style Guide 16. Swifts Core Libraries 17. Adopting Design Patterns in Swift

Requirements


When we develop applications, we usually have a set of requirements that we need to develop towards. With that in mind, let's define the requirements for the animal types that we will be creating in this chapter:

  • We will have three categories of animal: sea, land, and air.

  • Animals may be members of multiple categories. For example, an alligator can be a member of both the land and sea categories.

  • Animals may be able to attack and/or move when they are on a tile that matches the categories they are in.

  • Animals will start off with a certain amount of hit points, and if those hit points reach 0 or less, then they will be considered dead.

  • For our example here, we will define two animals (Lion and Alligator), but we know that the number of animal types will grow as we develop the game.

We will start off by looking at how we would design our animal types with an Object-Oriented approach.

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