Moving a SKSpriteNode image in response to a change in its position is not working.
Based on the code below, does anyone have an idea why?
N.B. I change the position of the image within my class GameScene.
Then, I call, e.g., this function:
func drawBall() {
let positionInSceneCoordinates = CGPoint(x: ballPosX, y: ballPosY)
myBall!.removeAction(forKey: "moveTO")
let moveTO = SKAction.move(to: positionInSceneCoordinates, duration: TimeInterval(1))
myBall!.run(moveTO, withKey: "moveTO)")
}
Selective placement of print statements prove that the ballPosX, ballPosY are changing as they should, but I am observing zero movement on the Xcode Simulator via the call to myBall!run(..).
I am at a loss here on how to proceed.
Thanks bunches!
The solution to making the SKSpriteNodes, myPaddle + myBall, move was to delete them from my GameScene.sks file so this file would not load them.
But rather, use GameViewController's addGamePiecesToScene() to load them via:
-
set their
.zPosition,.size+.position -
SKScene.addChild(SKSpriteNode!)
Once the above code changes were inserted, the two Game Pieces started moving in response to my game controller.