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Swift 3 Game Development

You're reading from   Swift 3 Game Development Build iOS 10 Games with Swift 3.0

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781787127753
Length 258 pages
Edition 2nd Edition
Languages
Tools
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Author (1):
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 Haney Haney
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Haney
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Table of Contents (20) Chapters Close

Swift 3 Game Development - Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface
1. Designing Games with Swift FREE CHAPTER 2. Sprites, Camera, Action! 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. Choosing a Monetization Strategy 12. Integrating with Game Center 13. Ship It! Preparing for the App Store and Publication

Wiring up the sprite onTap events


Your games will often require the ability to run code when the player taps a specific sprite. I like to implement a system that includes all the sprites in your game so you can add tap events to each sprite without building any additional structure. We have already implemented onTap methods in all of our classes that adopt the GameSprite protocol; we still need to wire up the scene to call these methods when the player taps the sprites.

Note

Before we move on, we need to remove the Core Motion code, since we will not be using it in the finished game. Once you finish exploring the Core Motion example, please remove it from the game by following the previous section's bullet points in reverse.

Implementing touchesBegan in the GameScene

SpriteKit calls our scene's touchesBegan function every time the screen is touched. We will read the location of the touch and determine the sprite node in that position. We can check if the touched node adopts our GameSprite protocol...

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