There's something wonderfully tactile about using the accelerometer to affect gravity in a game, because it feels incredibly realistic even though we're not using particularly good graphics. SpriteKit is of course doing most of the hard work of collision detection, and Core Motion takes away all the complexity of working with accelerometers, so again it's our job to sew the components together to make something bigger than the sum of its parts.
There are two things you should immediately tackle if you want to continue working on this project. First, have a go at refactoring the
loadLevel() method so that it's made up of multiple smaller methods. This will make your code easier to read and easier to maintain, at least it will do if you do a good job!
Second, when the player finally makes it to the finish marker, nothing happens. What should happen? Well, that's down to you now. You could easily design several new levels and have them progress through, but could you add things that make the new levels different – perhaps a teleport that moves the player from one point in the level to another? Add a new letter type in
loadLevel(), add another collision type to our enum, then see what you can do. Have fun!
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Paul Hudson is the creator of Hacking with Swift, the most comprehensive series of Swift books in the world. He's also the editor of Swift Developer News, the maintainer of the Swift Knowledge Base, and Mario Kart world champion. OK, so that last part isn't true. If you're curious you can learn more here.
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