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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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Toc

Table of Contents (20) 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. 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

Building a SKSpriteNode class


Let's begin by drawing a blue square on the screen. The SKSpriteNode class can draw both texture graphics and solid blocks of color. It is often helpful to prototype your new game ideas with blocks of color before you spend time on artwork. To draw the blue square, add an instance of SKSpriteNode to the game:

Override func didMove(to view: SKView) { 
    // Make the scene position from its lower left 
    // corner, regardless of any other settings: 
self.anchorPoint = .zero 

    // Instantiate a constant, mySprite, instance of SKSpriteNode
    // The SKSpriteNode constructor can set color and size 
    // Note: UIColor is a UIKit class with built-in colorpresets
    // Note: CGSize is a type we use to set node sizes 
let mySprite = SKSpriteNode(color: .blue, size: 
CGSize(width: 50, height: 50)) 

    // Assign our sprite a position in points, relative to its 
    // parent node (in this case, the scene) 
mySprite.position = CGPoint(x: 150, y: 150) 

    /...
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