SpriteKit

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Drawing shapes, particles, text, images, and video in two dimensions using SpriteKit.

SpriteKit Documentation

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SpriteKit PPI
Hi, I’m looking for a way to keep some custom buttons in SpriteKit the same physical size (inches) accross iOS devices (or only slightly vary their size so they’re not humongous on large screens). How do I get PPI in Swift? (cannot be library code which doesn’t compile in Swift Playgrounds). I will use PPI for determining total screen size which I will use to determine how to adjust the button sizes while also respecting some physical desirable dimensions for the buttons. I'm only asking for handheld (same distance from eyes to screen) use, so I don't care about Apple TV (longer distance).
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Jul ’24
Calling SKAction.follow(..) causes my SKSpriteNode to rotate 90 degrees CW and not stay horizontal as it follows my UIBezierPath?
Calling SKAction.follow(..) causes my SKSpriteNode to rotate 90 degrees CW and not stay horizontal as it follows my UIBezierPath? I have this code (within my GameViewController Class) which implements the following of a SKSpriteNode along a UIBezierPath. ===== Please note that a brilliant contributor solved the above challenge by creating a new Class, e.g., class NewClass: NSObject. Nevertheless, I need the solution to appear in an extension of my GameViewController ===== func createTrainPath() { trackRect = CGRect(x: tracksPosX - tracksWidth/2, y: tracksPosY, width: tracksWidth, height: tracksHeight) trainPath = UIBezierPath(ovalIn: trackRect) } // createTrainPath func startFollowTrainPath() { var trainAction = SKAction.follow( trainPath.cgPath, asOffset: false, orientToPath: true, speed: theSpeed) trainAction = SKAction.repeatForever(trainAction) myTrain.run(trainAction, withKey: runTrainKey) } // startFollowTrainPath func stopFollowTrainPath() { guard myTrain == nil else { myTrain.removeAction(forKey: runTrainKey) savedTrainPosition = getPositionFor(myTrain, orPath: trainPath) return } } // stopFollowTrainPath
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1.3k
Jul ’24