skview

SpriteKit Pause and Resume SKView

做~自己de王妃 提交于 2020-01-29 22:34:46
问题 I want to Pause and Unpause a Scene in SpriteKit, with 2 Buttons on the same position. While the Scene is running, I want to show the 'Pause' Button. While the Scene is paused, I want to hide the 'Pause' Button and show the 'Play' Button. In SpriteKit you can use self.scene.view.paused which is defined in SpriteKit. My Code: @implementation MyScene { SKSpriteNode *PauseButton; SKSpriteNode *PlayButton; } -(id)initWithSize:(CGSize)size { if (self = [super initWithSize:size]) { [self Pause]; }

SpriteKit Pause and Resume SKView

陌路散爱 提交于 2020-01-29 22:30:52
问题 I want to Pause and Unpause a Scene in SpriteKit, with 2 Buttons on the same position. While the Scene is running, I want to show the 'Pause' Button. While the Scene is paused, I want to hide the 'Pause' Button and show the 'Play' Button. In SpriteKit you can use self.scene.view.paused which is defined in SpriteKit. My Code: @implementation MyScene { SKSpriteNode *PauseButton; SKSpriteNode *PlayButton; } -(id)initWithSize:(CGSize)size { if (self = [super initWithSize:size]) { [self Pause]; }

SpriteKit Pause and Resume SKView

折月煮酒 提交于 2020-01-29 22:30:51
问题 I want to Pause and Unpause a Scene in SpriteKit, with 2 Buttons on the same position. While the Scene is running, I want to show the 'Pause' Button. While the Scene is paused, I want to hide the 'Pause' Button and show the 'Play' Button. In SpriteKit you can use self.scene.view.paused which is defined in SpriteKit. My Code: @implementation MyScene { SKSpriteNode *PauseButton; SKSpriteNode *PlayButton; } -(id)initWithSize:(CGSize)size { if (self = [super initWithSize:size]) { [self Pause]; }

Converting radian angle to CGVector

独自空忆成欢 提交于 2020-01-12 05:31:46
问题 Using Sprite Kit I am trying to set an SKPhysicsBody moving according to a given angle, so for example if you wanted the sprite to travel to the right you would specify 1.571 radians. To turn the specified angle into a velocity I am using the method below to convert radians to a CGVector . The ORIGINAL version that I implemented from memory has the strange effect of offsetting all the angles by 90degrees. (i.e. if 0 degrees is used the sprite moves right (just like it would if you specified

How to switch SKScenes in SpriteKit with Swift properly?

安稳与你 提交于 2020-01-03 17:21:09
问题 I am developing a game with 3 different SKScenes(scene1, scene2, scene3). In GameViewController i initialize all of them like this: class GameViewController: UIViewController { var hero = Hero() var skView: SKView! var scene1: SKScene! var scene2: SKScene! var scene3: SKScene! override func viewDidLoad() { super.viewDidLoad() // init scenes scene1 = SKScene(size: view.bounds.size, hero: hero) scene2 = SKScene(size: view.bounds.size, hero: hero) scene3 = SKScene(size: view.bounds.size, hero:

iPhone 5s SpriteKit drawing oddities

别说谁变了你拦得住时间么 提交于 2019-12-31 04:45:26
问题 I understand that the iPhone 5s has a pixel resolution of 640 x 1136 and a point resolution of 320 x 568 (for backward compatibility with non-Retina devices). The problem/confusion/oddity seems to come in when I'm working with SpriteKit. Example: I'm drawing a line from bottom-left corner (0, 0) to top-right corner (width, height). The result was that the line was drawn almost halfway. And indeed when i print out the screen size, it should 320 x 568. So i decided to draw from (0, 0) to (width

Create \(Use) SKView as \(in a) factory \(static class)

≯℡__Kan透↙ 提交于 2019-12-29 08:26:17
问题 I want to make an SKView I can use as a factory to make SKShapeNodes and "render" them to textures. But I can't find how I would initialise such a thing, and am having no luck, at all. How do I make a standalone SKView for this purpose? Or is there a better way to do this that avoids using the gamescene? Here's my FUTILE Effort at making a factory, this complains that texture(from: ) is ambiguous . I have no idea what that means. import SpriteKit class Make: SKView{ static func circle() ->

Create \(Use) SKView as \(in a) factory \(static class)

若如初见. 提交于 2019-12-29 08:26:09
问题 I want to make an SKView I can use as a factory to make SKShapeNodes and "render" them to textures. But I can't find how I would initialise such a thing, and am having no luck, at all. How do I make a standalone SKView for this purpose? Or is there a better way to do this that avoids using the gamescene? Here's my FUTILE Effort at making a factory, this complains that texture(from: ) is ambiguous . I have no idea what that means. import SpriteKit class Make: SKView{ static func circle() ->

SpriteKit - how to correctly pause and resume app

血红的双手。 提交于 2019-12-29 06:56:24
问题 I have huge issue with my newest game for iPhone made with Games by Tutorials book's help. NOTE : method from SpriteKit- the right way to multitask doesn't work. So, in my ViewController.m file, I'm defining private variable SKView *_skView. Then, I do something like this : - (void)viewDidLayoutSubviews { [super viewDidLayoutSubviews]; if(!_skView) { _skView = [[SKView alloc] initWithFrame:self.view.bounds]; _skView.showsFPS = NO; _skView.showsNodeCount = NO; // Create and configure the scene