Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering Swift 3

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

Arrow left icon
Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786466129
Length 392 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Jon Hoffman Jon Hoffman
Author Profile Icon Jon Hoffman
Jon Hoffman
Arrow right icon
View More author details
Toc

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.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime