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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

Turning bronze coins into gold coins


You may notice that your gold coins in the scene editor show up as bronze coins in the game. This is because the Coin class defaults to using the bronze texture and value. We will specify our gold coins by setting their name attribute to gold in the scene editor and then checking for this name in the Coin init function. Follow these steps to implement golden coins:

  1. Open your encounters in the scene editor, select your gold coins, and use the Attributes inspector to set the name value of each node to gold, as shown here:

  2. We can easily loop through all nodes with a certain name. We will use this functionality to run the Coin class's turnToGold function on any node with the name gold. Open EncounterManager and add the following code in the init function, at the bottom of the encounter's for loop (the new code is in bold):

            // Save initial sprite positions for this encounter: 
            saveSpritePositions(node: encounterNode) 
            // Turn golden coins...
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