sprite-kit

in app purchase in SKScene

此生再无相见时 提交于 2019-12-28 06:13:47
问题 Is it possible to implement an in-app purchase within the SKScene ? If so, how? I'm trying to use a SKSpriteNode as a 'buy' button with no luck. I'm not sure whether the code needs to go in the SKScene or the view controller. I've looked at loads of tutorials, but they all seem to be aimed at single view applications rather than in SpriteKit. 回答1: First, put this in your game scene line and make sure you have the framework 'StoreKit' imported class GameScene: SKScene,

in app purchase in SKScene

ぃ、小莉子 提交于 2019-12-28 06:13:05
问题 Is it possible to implement an in-app purchase within the SKScene ? If so, how? I'm trying to use a SKSpriteNode as a 'buy' button with no luck. I'm not sure whether the code needs to go in the SKScene or the view controller. I've looked at loads of tutorials, but they all seem to be aimed at single view applications rather than in SpriteKit. 回答1: First, put this in your game scene line and make sure you have the framework 'StoreKit' imported class GameScene: SKScene,

How to enumerate ALL nodes in a Sprite Kit scene?

一笑奈何 提交于 2019-12-28 04:04:10
问题 I want to enumerate all the nodes in my scene. Not just the ones that are a child of the scene itself, but also the children of those, and the children of those etc... So I want to be able to go through the whole node hierarchy. Is there a method to do that without knowing how deep the node tree goes? 回答1: Yep, use enumerateChildNodesWithName:usingBlock: and pass //* as the node name. You should be able to call that on any node. It's actually one of the examples in Apple's docs: //* This

How to create a vertical scrolling menu in spritekit?

二次信任 提交于 2019-12-28 03:32:09
问题 I'm looking to create a shop in my game (In SpriteKit) with buttons and images, but I need the items to be scrollable so the player can scroll up and down the shop (Like a UITableView but with multiple SKSpriteNodes and SKLabelNodes in each cell). Any idea how I can do this in SpriteKit? 回答1: The second answer as promised, I just figured out the issue. I recommend to always get the latest version of this code from my gitHub project incase I made changes since this answer, link is at the

SpriteKit physics in Swift - Ball slides against wall instead of reflecting

南楼画角 提交于 2019-12-28 02:52:07
问题 I have been creating my own very simple test game based on Breakout while learning SpriteKit (using iOS Games by Tutorials by Ray Wenderlich et al.) to see if I can apply concepts that I have learned. I have decided to simplify my code by using an .sks file to create the sprite nodes and replacing my manual bounds checking and collision with physics bodies. However, my ball keeps running parallel to walls/other rectangles (as in, simply sliding up and down them) any time it collides with them

Spritekit - not loading @3x images from SKTextureAtlas

一笑奈何 提交于 2019-12-28 02:06:46
问题 Since my sample project was deleted (I thought this would be much easier to test), I will post some code and images to illustrate my point. Here are sample images My atlas setup: My launch image setup: The code where I add these sprites to my scene override func didMoveToView(view: SKView) { let texture = SKTextureAtlas(named: "scenery") let test = SKSpriteNode(texture: texture.textureNamed("test")) test.position = CGPoint(x: self.size.width/2, y: self.size.height/2) self.addChild(test) }

Spritekit - not loading @3x images from SKTextureAtlas

亡梦爱人 提交于 2019-12-28 02:06:28
问题 Since my sample project was deleted (I thought this would be much easier to test), I will post some code and images to illustrate my point. Here are sample images My atlas setup: My launch image setup: The code where I add these sprites to my scene override func didMoveToView(view: SKView) { let texture = SKTextureAtlas(named: "scenery") let test = SKSpriteNode(texture: texture.textureNamed("test")) test.position = CGPoint(x: self.size.width/2, y: self.size.height/2) self.addChild(test) }

Understanding SpriteKit CollisionBitMask

眉间皱痕 提交于 2019-12-27 16:12:27
问题 I am learning to use SpriteKit and I am following a tutorial for colllisions. I am struggling to understand the following code: struct PhysicsCategory { static let None : UInt32 = 0 static let All : UInt32 = UInt32.max static let Monster : UInt32 = 0b1 // 1 static let Projectile: UInt32 = 0b10 // 2 } Why do we assign these things called bitMaps and how do they work later on in the code below?: func didBegin(_ contact: SKPhysicsContact) { // 1 var firstBody: SKPhysicsBody var secondBody:

Understanding SpriteKit CollisionBitMask

余生长醉 提交于 2019-12-27 16:08:50
问题 I am learning to use SpriteKit and I am following a tutorial for colllisions. I am struggling to understand the following code: struct PhysicsCategory { static let None : UInt32 = 0 static let All : UInt32 = UInt32.max static let Monster : UInt32 = 0b1 // 1 static let Projectile: UInt32 = 0b10 // 2 } Why do we assign these things called bitMaps and how do they work later on in the code below?: func didBegin(_ contact: SKPhysicsContact) { // 1 var firstBody: SKPhysicsBody var secondBody:

Understanding SpriteKit CollisionBitMask

醉酒当歌 提交于 2019-12-27 16:08:48
问题 I am learning to use SpriteKit and I am following a tutorial for colllisions. I am struggling to understand the following code: struct PhysicsCategory { static let None : UInt32 = 0 static let All : UInt32 = UInt32.max static let Monster : UInt32 = 0b1 // 1 static let Projectile: UInt32 = 0b10 // 2 } Why do we assign these things called bitMaps and how do they work later on in the code below?: func didBegin(_ contact: SKPhysicsContact) { // 1 var firstBody: SKPhysicsBody var secondBody: