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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

Granting safety as the game starts


You may have noticed that Pierre Penguin quickly falls to the ground as soon as you launch the game, which is not much fun. Instead, we can launch Pierre into a graceful looping arc as the game starts to give the player a moment to prepare for flight. To do so, open Player.swift and add this code at the bottom of the init function:

// Grant a momentary reprieve from gravity: 
self.physicsBody?.affectedByGravity = false 
// Add some slight upward velocity: 
self.physicsBody?.velocity.dy = 80 
// Create a SKAction to start gravity after a small delay: 
let startGravitySequence = SKAction.sequence([ 
    SKAction.wait(forDuration: 0.6), 
    SKAction.run { 
        self.physicsBody?.affectedByGravity = true 
    }]) 
self.run(startGravitySequence) 

Note

Checkpoint 8-B

The code up to this point is available in this chapter's code resources.

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