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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

Listening for touches in GameScene


The SKScene class (that GameScene inherits from) includes handy functions that we can use to monitor touch input. Follow these steps to wire up the GameScene class:

  1. In GameScene.swift, in the touchesBegan function, add this code at the very bottom to start the Player flapping when the user touches the screen:

    player.startFlapping() 
  2. After touchesBegan, create two new functions in the GameScene class. These functions stop the flapping when the user lifts his or her finger from the screen, or when an iOS notification interrupts the touch:

            override func touchesEnded(_ touches: Set<UITouch>, 
                with event: UIEvent?) { 
    player.stopFlapping() 
            } 
    
            override func touchesCancelled(_ touches: Set<UITouch>,  
                with event: UIEvent?) { 
    player.stopFlapping() 
            } 
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