Game Development Reference
In-Depth Information
How to do it...
As the images are stored in App Bundle , the simplest way to create a sprite with texture
is to create the texture first and then the sprite using the same texture. At runtime, the im-
ages are loaded from the app bundle to become the texture and then the visible entity called
sprite.
So in the previous chapter, we created the sprite using its class method:
self.spaceShipSprite = [SKSpriteNode
spriteNodeWithImageNamed:@"Spaceship.png"];
Now, we will continue with the final solution kit created in the previous chapter thereby us-
ing the SKTexture object to create the sprite in place of the preceding method used to
create a sprite:
1. Create the SKTexture object with the same image of the spaceship:
SKTexture* spaceShipTexture = [SKTexture
textureWithImageNamed:@"Spaceship.png"];
2. Use the preceding texture object to create the SKSpriteNode object:
self.spaceShipSprite = [SKSpriteNode
spriteNodeWithTexture:spaceShipTexture];
3. Then, follow the same steps to add the sprite to the FSMyScene file making the
snippet look like this:
Now, as memory management is more optimized with texture, we can start with the anima-
tions to change the frames of a sprite by a fixed time. For that, we will be showing a prop
in the environment, which is a coin rotating 360 degrees horizontally.
The following are the steps involved to make a coin look like it is rotating 360 degrees ho-
rizontally:
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