Embrace the mobile gaming revolution by creating popular iOS games with Swift 4. Developers are intrigued by Swift and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game.
The book starts by introducing Swift's best features — including its new ones for game development. So, here you go:. But why are they useful? Well, they allow you to get state information out of a binary number and give you the ability to change a specific bit in a binary number to set a specific state. This allows you to store a lot of information in a really compact way using just one variable and still be able to access and manipulate the stored information. First, create constants for the different categories.
Do this by adding the following lines below the other constants for the category names in GameScene. The above defines five categories. You do this by setting the last bit to 1 and all other bits to zero. As a result, each of the category constants has only one bit set to 1 and the position of the 1 in the binary number is unique across the four categories.
For now you only need the category for the bottom of the screen and the ball, but you should set up the others anyway as you will need them later on as you expand the gameplay.
Once you have the constants in place, create a physics body that stretches across the bottom of the screen. Try to do this by yourself since this uses principles you've already learned when creating the barriers around the screen edges.
First, set up the categoryBitMasks for the game objects by adding the following code to didMove to: :. Now, set up the contactTestBitMask by adding this again to didMove to: :. Now you need to set GameScene as the delegate in the physicsWorld. So, add this to didMove to: right below physicsWorld. Add the following method to GameScene. Like this:. Now the hard part is done - all that's left is adding the bricks and gameplay logic, which you'll do in part 2.
Here is the example project up to this point. Keep reading to part 2 of this series, where you'll add some bricks and finish up the game. The raywenderlich. Get a weekly digest of our tutorials and courses, and receive a free in-depth email course as a bonus! Introducing unlimited access to all video courses, all books, and our new monthly live professional development series!
Michael is an Independent Software Developer with over 30 years of programming experience. Note: If your assets library contains art for multiple scale factors, i. Sprite Kit will automagically use the correct artwork for the currently running device.
Adding physics to the ball. Adding "Juice" Take your game from good to great by polishing it until it shines. Tile Maps: Make games that use tile maps with obstacles, power-ups, and more. And much more, including bonus chapters on augmented reality in ARKit and creating your own 2D game art! With this practical guide, skilled programmers with little or no knowledge of Apple development will learn how to code with the latest version of Swift by developing a working iOS app from start to finish.
Actions: Learn how to move sprites the "easy way" using Sprite Kit actions. Accelerometer: Learn how to control your game through tilting your device. Mac: Learn how to port your games to the Mac! Tile Maps: Make games that use tile maps. Scrolling: Make levels that scroll across the screen.
And much more, including: Fonts and text, saving and loading games, and six bonus downloadable chapters! The iOS Tutorial Team takes pride in making sure each tutorial we write holds to the highest standards of quality.
We want our tutorials to be well written, easy to follow, and fun. And we don't want to just skim the surface of a subject - we want to really dig into it, so you can truly understand how it works and apply the knowledge directly in your own apps. By the time you're finished reading this book, you will have made 5 complete mini-games from scratch, from zombie action to space shooter to top-down racer!
If you are a developer from another platform, or game engine such as Android or Unity, a current iOS developer wishing to learn more about Swift and the latest features of iOS 9, or even if you are new to game development, then this book is for you. Some prior programming knowledge is recommended, but not required. What You Will Learn Familiarise yourself with both basic and advanced Swift game development code Understand the structure and flow of a typical iOS app Work with the SpriteKit framework to make 2D games, sprites, and overlays Discover 3D game development with SceneKit Visually design levels and game assets with XCode 7's latest features Explore the concept of component-based structuring with iOS 9's Gameplaykit Beta test and publish your game with iTunes Connect In Detail Game development has always been a combination of programming and art, and mobile game development is no exception to this rule.
How to Visualize Data with R [Video]. Computeractive 04 November Playboy Vaticano March Leave a Reply Cancel reply Your email address will not be published.
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