skscene

How to create multiple sprites(nodes) with the same texture that will automatically generate a new when one node is removed?

老子叫甜甜 提交于 2019-12-25 09:13:50
问题 I'm trying to create a game where the user can swipe a node and once it's swiped a new node will be created at the bottom of the screen and push all other nodes up, kind of like a reverse Tetris. Here is a very basic image to give you an idea: I've be able to figure out how to swipe the node off screen but can't seem to figure out how to have all the other nodes move up a row and have a new node created at the bottom. I tried doing an "addChild" for the node I just swiped so it can appear

Sprite Kit - Move scene and camera with sprite when sprite is going off screen

别来无恙 提交于 2019-12-24 15:14:04
问题 I am trying to make a scene that extends up off the screen for a certain distance, and I want the camera to stay centered on the player node. When the player reaches the top of the screen, I want the bottom nodes to disappear below the screen bounds and the new off screen part of the scene to become visible. Like Mario! I create the scene size like this: CGSize screenSize = CGSizeMake(skView.bounds.size.width, skView.bounds.size.height + (skView.bounds.size.height/3));//+ (skView.bounds.size

show GKGameCenterViewController in SKScene

六月ゝ 毕业季﹏ 提交于 2019-12-24 14:15:32
问题 I struggling with the following Problem: I've made a game with SpriteKit. I implemented the GameCenter to my game. It works. Player logs in automatically and the highscore will be added to the default Leaderboard. But for example in the "EndScreen" I want to show the GameCenterLeaderboard . Appledocumentation tells me that I should use the following code: - (void) showGameCenter { GKGameCenterViewController *gameCenterController = [[GKGameCenterViewController alloc] init]; if

How do you add a CIPixellate Core Image Filter to a Sprite Kit scene?

北城以北 提交于 2019-12-23 10:27:48
问题 How do you add a CIPixellate Core Image Filter to a Sprite Kit scene? I have a SpriteKit scene that is an SKScene or subclass of it. I want to add a Core Image filter to the scene. Specifically a CIPixellate filter, so I can have 8-bit game heaven for free. How do I do that? 回答1: It turns out this is not hard at all. It's just that the Core Image Filter docs are OLD and crufty and in the case of SpriteKit , the docs are flat out misleading or incomplete, including the SKEffectNode docs. The

Adding an SKScene to a UIViewController?

我是研究僧i 提交于 2019-12-22 11:01:01
问题 I just created a new UIViewController in interface builder. It is segued to from a UITableViewController (cell). I now want to work with an SKScene inside this UIViewController . How is this accomplished? And for a side-note... If the SKScene takes up the entire UIViewController.view can you overlay UIKit objects on top of the scene? Or is it better to create a separate UIView inside the UIViewController.view to hold the SKScene , then layout the UIKit objects around this separate UIView ,

iOS7 SKScene how to make a sprite bounce off the edge of the screen?

六眼飞鱼酱① 提交于 2019-12-22 09:22:13
问题 I'm building a game with balls bouncing within the iPad's screen. Similar to a Pong game. I see that SKScene's SKPhysicsWorld has gravity property, and also controls how objects collide with each other. Is there some way I can automatically detect if a sprite's edge has collided with the screen's edge, so it can bounce off that? Or do I need to write my own collision code? 回答1: You don't need to write much code to make the ball bounce off the edge of the screen. the physics environment can

Delay when calling SKLabelNode?

做~自己de王妃 提交于 2019-12-21 18:05:49
问题 I am having a problem with a slight delay (lag) when transitioning from one SKScene to another. By commenting out various bit of code I have narrowed this down to SKLabelNode , my guess is thats its loading / caching the font when called which is resulting in a small delay/stutter when stating up the new SKScene . Has anyone else noticed this, its less obvious when your just using a single SKScene (like the default template) as the slowdown just gets lost in the usual startup delay. Does

Delay when calling SKLabelNode?

我怕爱的太早我们不能终老 提交于 2019-12-21 18:04:43
问题 I am having a problem with a slight delay (lag) when transitioning from one SKScene to another. By commenting out various bit of code I have narrowed this down to SKLabelNode , my guess is thats its loading / caching the font when called which is resulting in a small delay/stutter when stating up the new SKScene . Has anyone else noticed this, its less obvious when your just using a single SKScene (like the default template) as the slowdown just gets lost in the usual startup delay. Does

Simplest Way To Change Scene In Swift + Sprite Kit [closed]

不问归期 提交于 2019-12-21 17:39:55
问题 Closed . This question needs details or clarity. It is not currently accepting answers. Want to improve this question? Add details and clarify the problem by editing this post. Closed 4 years ago . I am just wondering what the simplest way to change scenes in Swift + Sprite Kit is? 回答1: when changing between scenes, you're going to need to set up a transition, how the scene will change to the next and define which scene you want to transition to. For the transition, var transition

Swift: SKSpriteKit, using Storyboards, UIViewController and UIButton to set in game parameters?

五迷三道 提交于 2019-12-20 04:38:44
问题 Context The default code that comes with a new SpriteKit game has a storyboard such that - following the launch screen - all there is, is a GameViewController which calls forth the GameScene . However, this may be less ideal for many games. For example, one may wish to have the user select difficulty from a main menu, and then go to the GameScene - outlined below: Notably, the middle view controller is a custom class MyUIViewController so that the UIButtons "easy" and "hard" can have the