skscene Questions
0
Building a UI with buttons as SKSpriteNode's. Button sprites receive touch events to handle special effects (elastic scaling effects)
But I need the SKScene to handle the touch events at the same t...
Onestep asked 25/1, 2016 at 7:24
2
Solved
If I'm making a game in SpriteKit that has a large "world", and I need the user to have the option of zooming in and out of the SKScene, how would I go about this? Or, to make things simpler, in th...
Pegasus asked 18/8, 2015 at 17:31
1
Solved
I am currently struggling with the following problem:
I am creating a Sprite Kit game in Objective-C, in which I have to use a parallax-animation in all 3 scenes. I use clouds with randomly gener...
Rajput asked 4/11, 2015 at 15:25
2
Solved
Goal: I want to present a new scene:
[self.scene.view presentScene:level2 transition:reveal];
and end the current background music in order to start the new background music (the new background...
Vestigial asked 21/3, 2014 at 15:9
4
Solved
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 o...
Mussel asked 9/11, 2013 at 22:26
1
Solved
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 SKSc...
Campus asked 9/8, 2015 at 17:40
1
Solved
I've noticed significant fps drops (framerate drops between 5-10fps), when unpausing the view in SpriteKit. I tried this with empty project (Spritekit game template). Here is the code:
if(!self.vi...
Hendrix asked 17/7, 2015 at 8:20
4
Solved
I have a method that has a custom segue in my viewController that looks like this:
func gameOver() {
performSegueWithIdentifier("GameOver", sender: nil)
}
I call the method like so in GameScene...
Monomolecular asked 28/1, 2015 at 4:7
1
Solved
Hello I have a SceneKit game. All the game play is in one scene and when the game is over the sprit kit overlay acts as a game over screen and when they hit play again the sprite kit labels disappe...
Sabinasabine asked 25/1, 2015 at 21:32
1
Solved
I'm creating an alert in the following manner:
let alert = UIAlertView(title: "Network Unavailable",
message: "Oh noes!",
delegate: nil,
cancelButtonTitle: "OK")
alert.show()
Works fine. Howe...
Leralerch asked 14/7, 2014 at 23:27
1
Solved
Let's say I begin with a scene initialScene. This scene contains a few buttons. When the user taps Button A in this scene, I will present sceneA. So my code would look like this:
sceneA* scene = [...
Galibi asked 14/7, 2014 at 2:58
2
Solved
I am pausing my SKScene using the following code:
self.paused = YES;
However, according to this answer by Andrey Gordeev, one can also pause a scene using this line:
self.view.paused = YES;
I...
Hirsute asked 30/4, 2014 at 6:25
2
I use a dispatch_once NSObject to create data pointers. So all game asset pointers are made when the main viewcontroller appears. In order to play a game, the user taps a UIButton corresponding to ...
Cattle asked 28/3, 2014 at 4:29
1
Solved
Is it ok to configure (position sprites, add visible nodes etc) an SKScene's content in init method?
Where is the right place for such things: init? didMoveToView? something else?
Motorcar asked 9/3, 2014 at 15:35
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