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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

Organizing your assets


We will quickly overrun our project navigator with image files if we add all our textures as we did with our bee. Luckily, Xcode provides several solutions.

Exploring Assets.xcassets

We can store images in an .xcassets file and refer to them easily from our code. Follow these steps to prepare our .xcassets file:

  1. Open Assets.xcassets from your project navigator.

  2. Notice that SpriteKit placed a demo spaceship image here. We do not need it, so we can right-click on it and choose Remove Selected Items to delete it.

  3. You will also see an empty AppIcon entry. You can leave it there for now; we will revisit the AppIcon later.

Collecting art into texture atlases

We will use texture atlases for most of our in-game art. Texture atlases organize assets by collecting related artwork together. They also increase performance by optimizing all of the images inside each atlas as if they were one texture. SpriteKit only needs one draw call to render multiple images out of the same texture atlas...

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