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foregroundNode!.addChild(orbNode)
}
}
Next, change the init() method of the BlackHole to take an SKTextureAtlas
and then use this texture atlas to load all the textures going forward. This change is shown
in the following snippet:
init(textureAtlas: SKTextureAtlas) {
let frame0 = textureAtlas.textureNamed("BlackHole0")
let frame1 = textureAtlas.textureNamed("BlackHole1")
let frame2 = textureAtlas.textureNamed("BlackHole2")
let frame3 = textureAtlas.textureNamed("BlackHole3")
let frame4 = textureAtlas.textureNamed("BlackHole4")
let blackHoleTextures = [frame0, frame1, frame2,
frame3, frame4];
let animateAction =
SKAction.animateWithTextures(blackHoleTextures,
timePerFrame: 0.2)
let rotateAction
= SKAction.repeatActionForever(animateAction)
super.init(texture: frame0, color:
UIColor.clearColor(), size: frame0.size())
physicsBody = SKPhysicsBody(circleOfRadius: size.width
/ 2)
physicsBody!.dynamic = false
physicsBody!.categoryBitMask
= CollisionCategoryBlackHoles
physicsBody!.collisionBitMask = 0
name = "BLACK_HOLE"
runAction(rotateAction)
}
Finally, change GameScene 's addBlackHolesToForeground() so that it passes
the SKTextureAtlas to the BlackHole , as shown here:
func addBlackHolesToForeground() {
var moveLeftAction = SKAction.moveToX(0.0, duration:
2.0)
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