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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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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

Chapter 4. Adding Controls

Players control mobile games through a very limited number of interactions. Often, games feature only a single mechanic: tap anywhere on the screen to jump or fly. Contrast that with a console controller with dozens of button combinations. With so few actions, keeping users engaged with polished, fun controls is vital to the success of your game.

In this chapter, you will learn how to implement several popular control schemes that have emerged from the App Store. First, we will experiment with tilt controls; the physical orientation of the device will determine where the player flies. Then, we will wire up the onTap events on our sprite nodes. Finally, we will implement and polish a simple control scheme for flying in our game: tap anywhere on the screen to fly higher. You can combine these techniques to create unique and enjoyable controls in your future games.

The topics in this chapter include the following:

  • Retrofitting the Player class for flight
  • Polling...
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