skemitternode

How can I get SKEmitterNode to work in SwiftUI?

徘徊边缘 提交于 2021-01-28 00:35:43
问题 I'm trying to update the colour of an SKEmitterNode within a UIViewRepresentable . The hue value is passed in from the state on the parent View, and the emitter colour should update when the hue value in the parent state updates. It initially displays, and although it updates on the first call to updateUIView it does not respond to any subsequent calls, even though the function definitely gets called with the new value of hue each time. Has anyone any idea why the emitter won't update? I'm at

Have particle emitter trail follow finger path in spriteKit

二次信任 提交于 2020-01-11 02:36:09
问题 I have created a particle emitter in Xcode that has quite a lengthy trail. When i move it inside of the particle generator it leaves a trail following my mouse path. some background info on my goal: In my spriteKit game the user drags their finger around the screen to shoot moving objects. I am attempting to create a "Bullet Time" effect where the objects slow down and highlights when the current finger location touches them. When the finger stops moving or they run out of ammo the

How to turn off user interaction of child node when parent node has it enabled in SpriteKit

女生的网名这么多〃 提交于 2019-12-24 03:09:25
问题 I have an SKNode that has user interaction enabled and I am adding an SKEmitterNode to that and I want the user interaction to be disabled for just the child. This code does not work. SKNode* parentNode = [[SKNode alloc] init]; parentNode.userInteractionEnabled = YES; NSString* path = [[NSBundle mainBundle] pathForResource:@"ABCDEFG" ofType:@"xyz"]; SKEmitterNode* childNode = [NSKeyedUnarchiver unarchiveObjectWithFile:path]; childNode.userInteractionEnabled = NO; [parentNode addChild

Couldn't make a particle follow a path in spriteKit

我怕爱的太早我们不能终老 提交于 2019-12-21 19:52:10
问题 This is the animation in XCode SKEmitter editor (I want to achieve this on the iPhone) : This is the animation on the iPhone (I don't want this animation): Using this code: let sparkEmmiter = SKEmitterNode(fileNamed: "fireflies.sks") self.addChild(sparkEmmiter) // self is a SKScene var circle: CGPathRef? = nil circle = CGPathCreateWithEllipseInRect(CGRectMake(400, 200, 200, 200), nil) let followTrack = SKAction.followPath(circle!, asOffset: false, orientToPath: true, duration: 3.0) let

Making a particle follow a path in spriteKit

心不动则不痛 提交于 2019-12-18 10:44:17
问题 I have created a particle and when I test it moving on Xcode's property window, it looks like this: I have added this particle to a scene, made a circle and forced the particle to run that circle using this: NSString *myParticlePath = [[NSBundle mainBundle] pathForResource:@"particle" ofType:@"sks"]; SKEmitterNode *myParticle = [NSKeyedUnarchiver unarchiveObjectWithFile:myParticlePath]; [self addChild:myParticle]; CGPathRef circle = CGPathCreateWithEllipseInRect(CGRectMake(0,0,400,400), NULL)

SKEmiterNode with AVAudioPlayer for music visuals

旧城冷巷雨未停 提交于 2019-12-12 03:35:53
问题 PLEASE SOMEONE HELP! I want to have my SKEmiterNode's scale(meaning size) get larger and smaller to the music i have built into the application using AVAudioPlayer. Right now this is pretty much all I have for the SKEmiterNode and it looks great: beatParticle?.position = CGPoint(x: self.size.width * 0.5, y: self.size.height * 0.5) var beatParticleEffectNode = SKEffectNode() beatParticleEffectNode.addChild(beatParticle!) self.addChild(beatParticleEffectNode) All the looks are done in the .sks

spritekit: trouble with particle keyframe sequence

房东的猫 提交于 2019-12-12 01:49:41
问题 This should be really straightforward. I'm trying to have my particles fade out using a keyframe sequence.. but when I use the keyframe sequence they dont fade out at all. Not sure what I could be doing wrong. particle creation: static func debris(size: Int) -> Array<SKEmitterNode> { if size > 5 { fatalError("we don't have that much debris") } var debrisArr: [SKEmitterNode] = [] for i in 1...size { let debris: SKEmitterNode = SKEmitterNode(fileNamed: "debris") debris.particleTexture =

Custom Particle System for iOS

♀尐吖头ヾ 提交于 2019-12-08 04:42:45
问题 I want to create a particle system on iOS using sprite kit where I define the colour of each individual particle. As far as I can tell this isn't possible with the existing SKEmitterNode . It seems that best I can do is specify general behaviour. Is there any way I can specify the starting colour and position of each particle? 回答1: This can give you a basic idea what I was meant in my comments. But keep in mind that it is untested and I am not sure how it will behave if frame rate drops occur

Specify random particle start colour with no animated change?

时光怂恿深爱的人放手 提交于 2019-12-07 03:26:50
问题 Is there a way to have particles spawn with a random per particle colour based on the current "Color Ramp"? The particles do not change colour over their lifespan, they are simply assigned a colour from somewhere along the "Color Ramp" at birth and keep that colour until they die. The result of this would be a mix of particles at birth with blend colours from RED through to BLUE. In my tests I only seem to be able to get the behaviour where particles spawn as RED and then gradually turn to