Chapter 6. Animating Sprites, Controls, and SceneKit
In the previous chapter, we learned about physics engine in detail. We discussed SKPhysicsBody
, that is, edge-based and volume-based physics bodies. We also got to know about the various initialization methods and physics properties, which helped us in integrating physics into our Platformer game. Now we have a much clear idea about how to simulate physics in a Sprite Kit game.
It is always good to have nice animated features in our game to enhance the user experience; this Sprite Kit has the SKAction
class, which helps us to apply actions on nodes such as moving of nodes, rotating of nodes, scaling of nodes, and so on. For example, using animations during player movement or depicting collisions using animations, and so on. It's time for us to discuss about the SKAction
class and also about implementing animations in our Platformer game.
Along with animation, we are also going to discuss about how we can provide controls...