SpriteKit

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Drawing shapes, particles, text, images, and video in two dimensions using SpriteKit.

SpriteKit Documentation

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Orientation of UIImage image is not reflected in SKTexture
I'm trying to add an image in UIImage format to SpritKit's SKSpriteNode. When converting a UIImage into a texture to SKTexture and adding it to SKSpriteNode, the image that takes into account the orientation of the image held by the UIImage is not displayed on the screen. I tried the code below, but the result is identical. Code1: let image: UIImage? let texture: SKTexture = SKTexture(image: image!) ver imageNode = SKSpriteNode(texture: texture) Code2: let image: UIImage? let cgImage = image?.cgImage let ciImage = CIImage(cgImage: cgImage!) let orientedImage = UIImage(cgImage: CIContext(options: nil).createCGImage(ciImage, from: ciImage.extent)!, scale: 0, orientation: image!.imageOrientation) let texture: SKTexture = SKTexture(image: orientedImage) ver imageNode = SKSpriteNode(texture: texture) Code3: let image: UIImage? guard let cgImage = image?.cgImage else { return } let orientedImage = UIImage(cgImage: cgImage, scale: image!.scale, orientation: .up) let texture = SKTexture(image: orientedImage) ver imageNode = SKSpriteNode(texture: texture) Is there a way to ensure that the image orientation is taken into account when displayed?
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854
Apr ’24
How to spawn in particles that don't move
I am trying to make an application for the Vision Pro where the particles don't move but rather stay still so that there is no lag. For example I am trying to spawn in a 100 particles here: I want the particles to remain static but spawning in many causes the simulator to lag. Also is there maybe a way i can get a particle system to follow a specific shape like the one i have in the image. Currently, I have multiple model entities that take on a particle system component for i in 0..<100 { let newEntity = ModelEntity() var particleSystem = particleSystem(color: newColor) newEntity.components.set(particleSystem) newEntity.position = position newEntity.scale = scale stars.append(newEntity) } } func particleSystem(color: UIColor) -> ParticleEmitterComponent { var particles = ParticleEmitterComponent() particles.emitterShapeSize = .init(repeating: 0.02) // make burst smaller particles.emitterShape = .sphere particles.mainEmitter.birthRate = 1 particles.mainEmitter.lifeSpan = 2 particles.mainEmitter.size = 0.02 particles.burstCount = 50 particles.speed = 0.01 particles.mainEmitter.isLightingEnabled = false particles.mainEmitter.color = .constant(.single(color)) return particles }
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869
Mar ’24
SCNView and SKView showing different colors
An SCNNode is created and used for either an SCNView or an SKView. SceneKit and SpriteKit are using default values. The SceneView has an SCNScene with a rootNode of the SCNNode. The SpriteKitView has a SpriteKitScene with an SK3DNode that has an SCNScene with a rootNode of the SCNNode. There is no other code changing or adding values. Why are the colors for the SCNView less vibrant than the colors for the SKView? Is there a default to change to make them equivalent, or another value to add? I have tried changing the default SCNMaterial but only succeeded in making the image black or dark. Any help is appreciated.
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747
Feb ’24
any example based on SpriteKit for getting started ?
Background: This is a question asking for a good example of SpriteKit from a very new iOS developer who is investigating for starting an iOS 2D game project. As I explored in the official apple development doc, to dev a 2D game SpriteKit is the very framework I am looking for. There have been some clear and succinct words for any API and class documented in the reference spec when I started a project in Xcode. However I haven't been able to finish the project as having no any general idea about what is always needed of a typical game using the framework. Question: As an experienced Java Spring programmer I believe that I am needed a brief example to get started with the SpriteKit framework which provides me an idea of necessary steps for a 2D game.
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1.3k
Jan ’24
Overlapping in Tilemap
Hi all So I'm quite new into GameDev and am struggling a bit with the Tilemap All my elements have the size of 64x64. As you can see in my screenshot there is some gap between the street and the water. It might be simple but what's the best way to fix that gap? I could increase the width of the left and right edge png but then I will sooner or later run into other problems as it then is not fitting with the rest. Thanks for your help Cheers from Switzerland
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1.1k
Oct ’23
SKTexture renders SF Symbols image always black
Hi, I'm creating a SF Symbols image like this: var img = UIImage(systemName: "x.circle" ,withConfiguration: symbolConfig)!.withTintColor(.red) In the debugger the image is really red. and I'm using this image to create a SKTexture: let shuffleTexture = SKTexture(image: img) The texture image is ALWAYS black and I have no idea how to change it's color. Nothing I've tried so far works. Any ideas how to solve this? Thank you! Best Regards, Frank
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1.2k
Aug ’23
How do I resize a new image to an existing Sprite?
I have multiple images that at various times I need to replace a target image for a SKSpriteNode. Each of these multiple images has a different size. The target SKSpriteNode has a fixed frame that I want to stay fixed. This target is created via: myTarget = SKSpriteNode(imageNamed: “target”) myTarget.size = CGSize(…) myTarget.physicsBody = SKPhysicsBody(rectangleOf: myTarget.size) How do I resize each of the multiple images so that each fills up the target frame (expand or contract)? Pretend the target is a shoebox and each image is a balloon that expands or contracts to fill the shoebox. I have tried the following that fails, that is, it changes the size of the target to fit the new image .. in short, it does the exact opposite of what I want. let newTexture = SKTexture(imageNamed: newImage) let changeImgAction = SKAction.setTexture(newTexture, resize: true) myTarget.run(changeImgAction) Again, keep frame of myTarget fixed and change size of newTexture to fit the above frame ..
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940
Jun ’23
How do you incorporate WKInterfaceSKScene into a watchOS Starter Template App?
I'm trying to create a Apple Watch game using Xcode 14.2 and watchOS 9. Getting started creating a watchOS App seems pretty straight forward, and getting started creating a game project via the starter template seems easy enough. Trying to put these two together though doesn't seem to work (or is not straight foward). The documentation specifies limitations on what libraries can be used with watchOS noting WKInterfaceSKScene, but doesn't give any specific examples of how to start out a WatchOS project using this. Additionally nearly every online tutorial that I'm able to find uses Storyboards to create a watchOS game, which does not seem to be supported in the latest version of watchOS or Xcode. Can anyone provide example starter code using the watchOS App project starter that that loads with a small colored square on the screen that moves from left to right using the WKInterfaceSKScene library? I've tried the Apple documentation, asking ChatGPT for a sample or reference links, and various tutorials on YouTube and elsewhere.
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1.5k
Feb ’23
How to use GCVirtualController directly with SKScene?
GCVirtualController isn't displaying when used with SKScene class. The Virtual controllers appear but then it seems that they are obscured by the SKScene itself!? The documentation says that calling connect() will display the virtual controllers but I seem to be missing how to add the controllers to the SKScene? class GameScene: SKScene { private var _virtualController: Any? @available(iOS 15.0, *) public var virtualController: GCVirtualController? { get { return self._virtualController as? GCVirtualController } set { self._virtualController = newValue } } override func didMove(to view: SKView) { let background = SKSpriteNode(imageNamed: ".jpg") background.zPosition = -1 addChild(background) let virtualConfig = GCVirtualController.Configuration() virtualConfig.elements = [GCInputLeftThumbstick, GCInputRightThumbstick, GCInputButtonA, GCInputButtonB] virtualController = GCVirtualController(configuration: virtualConfig) virtualController?.connect() } } I've also tried adding the virtual controllers in the UIViewController but this doesn't work either.
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2.1k
Oct ’21