What this book covers
Chapter 1, Designing Games with Swift, introduces you to the best features of Swift, outlines what is new in Swift 3, helps you set up your development environment, and launches your first SpriteKit project.
Chapter 2, Sprites, Camera, Action!, teaches you the basics of drawing and animating with Swift. You will draw sprites, import textures into your project, and center the camera on the main character.
Chapter 3, Mix in the Physics, covers the physics simulation fundamentals: physics bodies, impulses, forces, gravity, collisions, and more.
Chapter 4, Adding Controls, explores the various methods of mobile game controls: device tilt and touch input. We will also improve the camera and core gameplay of our example game. ...
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