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Swift Game Development - Third Edition

You're reading from  Swift Game Development - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781788471152
Pages 434 pages
Edition 3rd Edition
Languages
Authors (2):
Siddharth Shekar Siddharth Shekar
Profile icon Siddharth Shekar
Stephen Haney Stephen Haney
Profile icon Stephen Haney
View More author details

Table of Contents (22) Chapters

Swift Game Development Third Edition
Contributors
Preface
Other Books You May Enjoy
1. Designing Games with Swift 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. Introduction to SceneKit 12. Choosing a Monetization Strategy 13. Integrating with Game Center 14. Introduction to Spritekit with ARKit 15. Introduction to Scenekit with ARKit 16. Publishing the Game on the App Store 17. Multipeer Augmented Reality Index

Adding touch interactivity


To add touch interactivity, we will use the touchesBegan function, similar to how we have always used it in SpriteKit. Here, we get the location of the touch and the name of the sprite under the touch location. If the sprite name is jumpBtn and the gameOver Boolean is false, then we call the heroJump function in the gameScene class. If gameOver is true and the play button is clicked, then we call the startGame function in the SceneKit class.

Add the function as follows to detect touches:

    override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
        /* Called when a touch begins */
        
        for touch: AnyObject in touches {
            let location = touch.locationInNode(self)
            
            let _node:SKNode = self.nodeAtPoint(location);
            
            if(_gameScene.gameOver == false){
            
                if(_node.name == "jumpBtn"){
                
                    _gameScene.heroJump()
             ...
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