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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
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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 custom sprite

Next, let's add our custom sprite to the scene. We will use the same asset that we used to make the regular SpriteKit game. One difference is that this time we will use the bee as one of the enemies. So, add the bat-fly, bat, bee-fly, bee, madfly-fly, and madfly assets to the assets in the Enemies folder:

Adding custom sprite

Also, add the GameSprite.swift, Bee.swift, Bat.swift, and Madfly.swift files and make changes to them as explained in this section.

Here is the GameSprite.swift file:

import SpriteKit

protocol GameSprite {
    var textureAtlas: SKTextureAtlas { get set }
    var initialSize: CGSize { get set }
}

Here is the modified Bee.swift file:

import SpriteKit

// Create the new class Bee, inheriting from SKSpriteNode
// and adopting the GameSprite protocol:
class Bee: SKSpriteNode, GameSprite {
    // We will store our size, texture atlas, and animations
    // as class wide properties.
    var initialSize: CGSize = CGSize(width: 28, height: 24)
    var textureAtlas:SKTextureAtlas...
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