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James Goodwill - Beginning Swift Games Development for iOS: Develop 2D and 3D games Using Apple’s SceneKit and SpriteKit, 2nd Edition

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James Goodwill Beginning Swift Games Development for iOS: Develop 2D and 3D games Using Apple’s SceneKit and SpriteKit, 2nd Edition
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Beginning Swift Games Development for iOS: Develop 2D and 3D games Using Apple’s SceneKit and SpriteKit, 2nd Edition: summary, description and annotation

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Learn the fundamental elements of the new Swift 3 programming language as applied to game development for new iOS 10.

In Part 1 of this book, youll start with a basic 2D game idea and build the game throughout the book introducing each SpriteKit topic as you add new functionality to the game. By the end of the book, youll have experience with all the important SpriteKit topics and have a fully functional game as a result. In Part 2, youll learn 3D game development using Apples SceneKit framework and the Swift programming language, following the same pattern used for Part 1.

Game apps are one of the most popular categories in the Apple iTunes App Store. In response, James Goodwill and Wesley Matlock bring you Beginning Swift Games Development for iOS, Third Edition an update to their best-selling work. After reading and using this book, youll have the skills and the code to build your first 2D and then 3D game app that you can run on any iOS-enabled device.

What youll learn

  • Discover whats in the new Swift 3 programming language
  • Apply Swift 3 to iOS 10 and 9 game development
  • Build a 2D game app using SpriteKit and Swift
  • Build a 3D game from 2D using SceneKit and Swift

Who this book is for

iOS app developers new to Swift or for those thinking of trying iOS game app development for the very first time.

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Part I
Introduction to Spritekit
Introduction to Spritekit
Swift and Sprite Kit
In this part of this book, we will cover the basics of Sprite Kit including how you render and animate sprites, add physics and collision detection, and control your game play with the accelerometer. You will also look at how you add particle emitters to enhance the appearance of your game. We will cover everything you need to know to create your own Sprite Kit game.
James Goodwill and Wesley Matlock 2017
James Goodwill and Wesley Matlock Beginning Swift Games Development for iOS 10.1007/978-1-4842-2310-9_1
1. Setting Up Your Game Scene and Adding Your First Sprites
James Goodwill 1 and Wesley Matlock 2
(1)
Highlands Ranch, Colorado, USA
(2)
Kansas City, Missouri, USA
SpriteKit is Apples exciting 2D game framework that was first released in September 2013 with iOS 7. It is an animation and graphics rendering framework that gives you the power to easily animate textured images, play video, render text, and add particle effects. It also includes an integrated physics library. SpriteKit is the first-ever game engine formally built into the iOS SDK.
In this chapter you will learn what SpriteKit is and how to create a new SpriteKit game using Xcode. You will then move on and create the beginnings of a SpriteKit game starting from scratch. Youll learn about SKNode s and their subclasses and youll use an SKSpriteNode to add both a background node and a player node to your game.
What You Need to Know and Have
This section of this book assumes you have a basic understanding of how to build iPhone applications using Xcode and the Xcode Simulator . It also assumes you have a basic knowledge of the iOS/Mac programming language Swift. If you are not familiar with Swift, there is a brief introduction in the appendix at the back of this book.
This book doesnt cover how to program. It focuses only on SpriteKit game programming.
To complete all the examples in the book, you will need to have an Intel-based Macintosh running OS X 10.11 (El Capitan) or newer. You will also need Xcode 8+ installed. You can find both of these in the Apple App Store.
Introducing SuperSpaceMan
We feel the best way to learn anything is to do it. Therefore, in this book you are going to dive right in and create your own game. You will start off with the basic code for a 2D game , and you will add new features to the game as we introduce new topics with each chapter. At the end of the book, you will have a complete game.
The game you are going to create is inspired by Segas popular Sonic Jump Fever ( https://itunes.apple.com/us/app/sonic-jump-fever/id794528112?mt=8 ). It is a vertical scroller that accelerates the main character through obstacles and collectables, increasing your score as you collect rings.
This game is similar in that it is a vertical scroller, but your main character is going to be a spaceman who hurtles through space collecting power orbs while trying to avoid black holes that will destroy him.
Creating a Swift SpriteKit Project
Before you can get started, you will need to create a Swift SpriteKit project. Open Xcode and complete the following steps:
  1. Click File New Project.
  2. Select iOS.
  3. Select the Game icon from the Application group. The choose template dialog should look like Figure .
    Figure 1-1 The choose template dialog To move on click the Next button - photo 1
    Figure 1-1.
    The choose template dialog
  4. To move on, click the Next button.
  5. Enter SuperSpaceMan for Product Name, Apress for Organization Name, and com.apress for Organization Identifier.
  6. Make sure that Swift is the selected language, SpriteKit is the selected game technology, and iPhone is the selected device.
  7. Before you click Next, look at Figure . If everything looks like that, click Next and select a good place to store your project files. Click Create.
    Figure 1-2 The choose project options dialog Note You will notice you - photo 2
    Figure 1-2.
    The choose project options dialog
Note
You will notice you are creating an iPhone-only game. Thats only because the game you are creating lends itself better to the iPhone . Everything we cover in this book translates to the iPad just as well.
You now have a working SpriteKit project. Go ahead and click the Play button to see what you have created. If everything went OK, you will see your new app running in the simulator.
Note
The Xcode simulator may take a while to start on some slower machines. Simulating SpriteKit apps can be very taxing on your processors.
It doesnt do a whole lot yet, but there is more to it than displaying Hello , World! Tap the simulator screen a few times. You will see rotating boxes displayed wherever you tap. Depending on where you tapped, you should see something similar to Figure .
Figure 1-3 The SpriteKit sample application Starting from Scratch - photo 3
Figure 1-3.
The SpriteKit sample application
Starting from Scratch
Although the standard SpriteKit template works great, you are going to be starting from scratch. Starting from nothing will allow you to see all the working parts in a SpriteKit game and will give you a much better understanding of what you are creating.
The first thing you need to do is make sure your game runs only in portrait mode . To do that, follow these steps:
  1. Select the SuperSpaceMan project in the Project Explorer.
  2. Then select SuperSpaceMan from Targets.
  3. Deselect Landscape Left and Landscape Right.
At this point, your target settings should look like Figure .
Figure 1-4 The SuperSpaceMan target settings The next thing you need to do - photo 4
Figure 1-4.
The SuperSpaceMan target settings
The next thing you need to do is delete the GameScene.sks and Actions.sks files. You will not be using the level editor in this book. You can find these files in the SuperSpaceMan group, as shown in Figure .
Figure 1-5 Delete the SKS files After you delete these files open - photo 5
Figure 1-5.
Delete the SKS files
After you delete these files, open GameScene.swift and replace its contents with the class in Listing .
import SpriteKit
class GameScene: SKScene {
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override init(size: CGSize) {
super.init(size: size)
backgroundColor = SKColor(red: 0.0, green: 0.0, blue: 0.0, alpha: 1.0)
}
}
Listing 1-1.
GameScene.swift: The SuperSpaceMan Main GameScene
There is one more change you need to make before examining your baseline project. Open GameViewController.swift and replace its contents with the Listing version of the same class.
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