Game Development Reference
In-Depth Information
ing the position of a node, after the actions were performed, and responding
accordingly.
4.
Next the scene executes any physics simulations on physics bodies in the
scene. (I will discuss physics in Chapter 3 . )
5.
The scene calls the didSimulatePhysics() method. This is much like
the didEvaluateActions() method in that this is where you would
add any game logic to be performed after all the physics simulations are
completed. This is your last chance to perform any game logic before the
scene is rendered.
6.
The scene is rendered.
You will see examples of each step in the rendering loop as you progress through each
chapter of this topic.
Note When you have showsFPS in your SKView , you will see how many
frames your game is rendering per second. Each frame, being rendered, repres-
ents a single iteration of the render loop.
Building the Scene's Node Tree
Earlier in this chapter, I discussed how you set up a simple SKScene with a background
node and a player node. You did this using the SKScene.addChild() method. In this
section, you are going to take a more in-depth look at how scenes are created.
Earlier in this chapter I mentioned the types that the SKScene class extends. One of
those types is SKNode. SKNode is the class that holds all of the nodes in an SKScene
object's node tree. It also defines the methods that are used to manipulate this node tree.
The most common of these methods are addChild() , insertChild() , and re-
moveFromParent() , as described in Table 2-1 .
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