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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

Physics category masks


You can assign physics categories to each physics body in your game. These categories allow you to specify the bodies that should collide, the bodies that should be in direct contact, and the bodies that should pass through each other without any event. When two bodies try to share the same space, the physics simulation will compare each body's categories and test whether collision or contact events should fire.

Our game will include physics categories for the penguin, the ground, the coins, and the enemies.

Physics categories are stored as 32-bit masks, which allows the physics simulation to perform these tests with processor-efficient bitwise operations. It is not strictly necessary to understand bitwise operations to use physics categories, but it is a nice topic for further reading, if you are interested in enhancing your knowledge. If you are interested, try an internet search for Swift bitwise operations.

Each physics body has three properties you can use to control...

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