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Index
Game Development with Swift
Table of Contents Game Development with Swift Credits About the Author About the Reviewers www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe? Free access for Packt account holders
Preface
What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support
Downloading the example code Downloading the color images of this book Errata Piracy Questions
1. Designing Games with Swift
Why you will love Swift
Beautiful syntax Interoperability Strong typing Smart type inference Automatic memory management An even playing field
Are there any downsides to Swift?
Less resources Operating system compatibility
Prerequisites What you will learn in this book
Embracing SpriteKit Reacting to player input Structuring your game code Building UI/menus/levels Integrating with Game Center Maximizing fun Crossing the finish line
Further research
Marketing and monetizing your game Making games specifically for the desktop on OSX
Setting up your development environment
Introducing Xcode
Creating our first Swift game
Navigating our project Exploring the SpriteKit Demo Examining the demo code Cleaning up
Summary
2. Sprites, Camera, Actions!
Sharpening our pencils Checkpoint 2- A Drawing your first sprite
Building a SKSpriteNode class Adding animation to your Toolkit
Sequencing multiple animations
Recapping your first sprite
The story on positioning
Alignment with anchor points
Adding textures and game art
Downloading the free assets
More exceptional art
Drawing your first textured sprite
Adding the bee image to your project Loading images with SKSpriteNode Designing for retina
The ideal asset approach My solution for now Hands-on with retina in SpriteKit
Organizing your assets
Exploring Images.xcassets Collecting art into texture atlases
Updating our bee node to use the texture atlas Iterating through texture atlas frames
Putting it all together Centering the camera on a sprite
Creating a new world
Checkpoint 2-B Summary
3. Mix in the Physics
Laying the foundation
Following protocol Reinventing the bee The icy tundra
Another way to add assets Adding the Ground class Tiling a texture Running wire to the ground
A wild penguin appears! Renovating the GameScene class
Exploring the physics system
Dropping like flies Solidifying the ground
Checkpoint 3-A Exploring physics simulation mechanics Bee meets bee
Impulse or force?
Checkpoint 3-B Summary
4. Adding Controls
Retrofitting the Player class for flight
The Beekeeper Updating the Player class Moving the ground Assigning a physics body to the player
Creating a physics body shape from a texture
Polling for device movement with Core Motion
Implementing the Core Motion code
Checkpoint 4-A Wiring up the sprite onTap events
Implementing touchesBegan in the GameScene Larger than life
Teaching our penguin to fly
Listening for touches in GameScene Fine-tuning gravity Spreading your wings
Improving the camera Pushing Pierre forward
Tracking the player's progress Looping the ground
Checkpoint 4-B Summary
5. Spawning Enemies, Coins, and Power-ups
Introducing the cast
Adding the power-up star
Locating the art assets Adding the Star class
Adding a new enemy – the mad fly
Locating the enemy assets Adding the MadFly class
Another terror – bats!
Adding the Bat class
The spooky ghost
Adding the Ghost class
Guarding the ground – adding the blade
Adding the Blade class
Adding the coins
Creating the coin classes
Organizing the project navigator Testing the new game objects Checkpoint 5-A
Preparing for endless flight
Summary
6. Generating a Never-Ending World
Designing levels with the SpriteKit scene editor
Separating level data from game logic Using empty nodes as placeholders
Encounters in endless flying
Creating our first encounter
Integrating scenes into the game Checkpoint 6-A Spawning endless encounters
Building more encounters Updating the EncounterManager class
Storing metadata in SKSpriteNode userData property
Wiring up EncounterManager in the GameScene class
Spawning the star power-up at random Checkpoint 6-B Summary
7. Implementing Collision Events
Learning the SpriteKit collision vocabulary
Collision versus contact Physics category masks Using category masks in Swift
Adding contact events to our game
Setting up the physics categories Assigning categories to game objects
The player The ground The star power-up Enemies Coins
Preparing GameScene for contact events
Viewing console output Testing our contact code
Checkpoint 7-A Player health and damage
Animations for damage and game over
The damage animation The game over animation
Collecting coins The power-up star logic Checkpoint 7-B Summary
8. Polishing to a Shine – HUD, Parallax Backgrounds, Particles, and More
Adding a heads-up display Parallax background layers
Adding the background assets Implementing a background class Wiring up backgrounds in the GameScene class
Checkpoint 8-A Harnessing SpriteKit's particle system
Adding the circle particle asset Creating a SpriteKit Particle File Configuring the path particle settings Adding the particle emitter to the game
Granting safety as the game starts Checkpoint 8-B Summary
9. Adding Menus and Sounds
Building the main menu
Creating the menu scene and menu nodes Launching the main menu when the game starts Wiring up the START GAME button
Adding the restart game menu
Extending the HUD Wiring up GameScene for game over Informing the GameScene class when the player dies Implementing touch events for the restart menu
Checkpoint 9-A Adding music and sound
Adding the sound assets to the game Playing background music Playing sound effects
Adding the coin sound effect to the Coin class Adding the power-up and hurt sound effects to the Player class Playing a sound when the game starts
Checkpoint 9-B Summary
10. Integrating with Game Center
Registering an app with iTunes Connect
Configuring Game Center Creating a test user
Authenticating the player's Game Center account Opening Game Center in our game Checkpoint 10-A Adding a leaderboard of high scores
Creating a new leaderboard in iTunes Connect Updating the leaderboard from the code
Adding an achievement
Creating a new achievement in iTunes Connect Updating achievements from the code
Checkpoint 10-B Summary
11. Ship It! Preparing for the App Store and Publication
Finalizing assets
Adding app icons Designing the launch screen Taking screenshots for each supported device
Finalizing iTunes Connect information
Configuring pricing
Uploading our project from Xcode Submitting for review in iTunes Connect Summary
Index
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