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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
Tools
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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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Toc

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

Adding the coins


Coins are more fun if there are two value variations. We will create two coins:

  • A bronze coin, worth one coin

  • A gold coin, worth five coins

The two coins will be distinguishable by their color, as seen here:

Creating the coin classes

We only need a single Coin class to create both denominations. Everything in the Coin class should look very familiar at this point. To create the Coin class, add a new file named Coin.swift and then enter the following code:

import SpriteKit 
 
class Coin: SKSpriteNode, GameSprite { 
    var initialSize = CGSize(width: 26, height: 26) 
    var textureAtlas:SKTextureAtlas = 
        SKTextureAtlas(named: "Environment") 
    var value = 1 
 
    init() { 
        let bronzeTexture = 
            textureAtlas.textureNamed("coin-bronze") 
        super.init(texture: bronzeTexture, color: .clear, 
            size: initialSize) 
        self.physicsBody = SKPhysicsBody(circleOfRadius:...
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