How to create a .sks file to used in spriteKit app - ios

I want to create a custom .sks file, and use it in my spriteKit app. but I don't know how to create it.
anyone who can tell me the details about how to create a .sks file.

These are particle files.
To create one go to xcode, File->New->File...
Then a modal will pop-up go to Resource-> SpriteKit Particle File
Then select the particle type:
Then you can edit your particle effect with the right side bar:
For more details about different particles here

Related

How to create a scene file for ARKit?

Inside the ARKit sample source code, I can see ".scn" [scene kit files].
I am wondering that how to create a new scene file?
Let's say a coin scene?
Any website where I can download? or learn how to create one for my use? 🤞
You can create one from scratch in Xcode’s “New File” dialog. It’s a resource type (in the same area as GPX files). Chris Language’s book on building SceneKit games has a very nice section on using the Xcode Scene editor, the best documentation I’ve seen on that tool.
You can also use NSSecureCoding and archive an SCNScene that you’ve created programmatically. See SceneKit view is rendered backwards for sample code.

SpriteKit level editor texture atlas

It's possible to reference a texture atlas using level editor or it must be done in code?
For example I have an atlas foo.atlas, when I am creating a node in the level editor I want to set this atlas as the texture for my node.
If I understand you correctly, you just need to set sprite's texture properly. In scene editor, select your sprite and choose a texture from dropdown menu:
This will work for either, textures stored in assets catalog, and textures stored inside .atlas folders (the old way for creating atlases).
EDIT:
You can use Action editor to create complex animations using actions, and have the immediate preview. Also, simple animation with textures can be done using this editor.
To do this, find AnimateWithTextures action from Object Library and add it to your node (just simply drag it).
Then select the AnimateWithTextures action and open the Media library (the Media Library is the button to the right of the Object Library button). By selecting the AnimateWithTextures action, you will be able to modify it, and a window like this will show up:
Then just drag textures from Media library to the area which says "No Images", set a delay and you are good to go. If you want to make an animation infinite, or to play it certain number of times, you should click on "repeat" icon which will show up when hover above the selected animation (animation should look blue).

Swift: Setting up a Game Scene in a Single View Application

I'm currently attempting to develop games using the sprite kit on a single view application because there is more to my app than a game. I've found this method quite unorthodox because most games are made by directly selecting the game template at the beginning of the project. I have managed to add the sprite kit framework and I've got the fps, draws, node to show. However I've found on native sprite kit projects they have GameScene.sks, and a pre setup GameScene.swift file into their project. How would I set them up? Do I copy the code and put it into a GameScene.swift file and link it to my GameViewController? How would I find and setup the GameScene.sks file?
Not sure why somebody down voted this question, maybe because the question is not descriptive, but anyway, to create a new scene, on the menu, select File -> New -> File, go to iOS -> Resource, and select SpriteKit Scene, this is will create a new Scene template for you

How to use actions in SceneKit Editor

This is probably really dumb. I've been playing around with SceneKit Editor. There is a bunch of actions in the Object Library. How do I use them? I've been dragging them to all possible nodes, stuff in scene, I even tried to place them in code. Nothing. They always snap back to the Object Library. I added a screenshot so we all know what I'm talking about.
In the lower part of the scene editor you can open the action editor. After selecting an node you'll be able to drag and drop actions in its timeline.
You can find a demo of the action editor in the "Enhancements to SceneKit" session.

iOS7 SpriteKit how to implement text-heavy HUD elements?

I'm building a SpriteKit based game and would like to have a heads up display to show various unit statistics (Example below on left). A user taps on a unit and can bring up a panel that hovers over the screen and is relevant to the current unit. The user can dismiss the panel at any time and go back to gameplay.
I've looked at the sprite kit programming guide, and see that it is limited to a one line label nodes that are built in Sprite Kit. I'm also aware of this answer on adding a UITextField within didMoveToView:
However, reading the documentation it appears that didMoveToView: gets called once the scene loads. I've also seen that scene transitions are possible, but the panel that I'm thinking of does not require a full screen transition.
How would I implement a HUD panel like below using UIView and SpriteKit elements in iOS? Are there any open source projects that can give me a head start on this task?
Simply make a UIKit app as you would normally.
The SpriteKit SKView and the SKScene you present within should be just one of your views in the hierarchy.
I think in SpriteKit really should just implement actual game scenes, all the menu / overlaying HUD can be done in UIKit. That is what it stands for.

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