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| // For example, if you ArcToPoint and want to find out where the arc ends | |
| // so that you can begin the next path, use this | |
| CGPoint current = CGPathGetCurrentPoint(pathing); | |
| //And if you want to log that | |
| NSLog(@"%@", NSStringFromCGPoint(current); |
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| /* The layers in a scene. */ | |
| typedef enum : uint8_t { | |
| WorldLayerGround = 0, | |
| WorldLayerBelowCharacter, | |
| WorldLayerCharacter, | |
| WorldLayerAboveCharacter, | |
| WorldLayerTop, | |
| kWorldLayerCount | |
| } WorldLayer; |
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| - (void)update:(NSTimeInterval)currentTime | |
| { | |
| [characterLayer enumerateChildNodesWithName:@"soldier" usingBlock: ^(SKNode *node, BOOL *stop) { | |
| [(Soldier*)node updatePosition]; | |
| }]; | |
| } | |
| // And then in the Soldier class | |
| - (void)updatePosition { | |
| self.zPosition = 10000 - self.position.y; |
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| class Formation { | |
| array soliders = [] | |
| function addSoldier(soldier) { | |
| soldier.formation = self; // This is the line in question | |
| self.soldiers.push(soldier); | |
| } | |
| } |
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| SKLightNode* sun = [[SKLightNode alloc] init]; | |
| sun.position = CGPointMake(500,500); | |
| // These 3 lines are critical | |
| sun.enabled = YES; // Toggles the light source on and off. | |
| sun.categoryBitMask = 1; // Defines the category of this light source. | |
| [your_scene addChild:sun]; // Must be added to the world to work. |
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| node.shadowCastBitMask = 1; | |
| node.lightingBitMask = 1; | |
| node.shadowedBitMask = 1; |
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| if let scene = Foothills.unarchiveFromFile("Foothills") as? SKScene { | |
| Foothills.loadSceneAssetsWithCompletionHandler({ | |
| // Configure the view. | |
| let skView = self.view as SKView | |
| skView.showsFPS = true | |
| skView.showsNodeCount = true | |
| /* Sprite Kit applies additional optimizations to improve rendering performance */ |
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| class func loadSceneAssetsWithCompletionHandler(handler:()->()) { | |
| dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), { | |
| MySprite.loadSharedAssets() | |
| dispatch_async(dispatch_get_main_queue(), { | |
| handler() | |
| }) | |
| }) | |
| } |
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| class Flag : SKSpriteNode { | |
| struct FlagSingleton { | |
| static var texture = SKTexture[]() | |
| static var onceToken: dispatch_once_t = 0 | |
| } | |
| class func loadSharedAssets() { | |
| dispatch_once(&FlagSingleton.onceToken, { | |
| FlagSingleton.textures.append(SKTexture(imageNamed:"flag_castle")) |
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| class func loadSceneAssetsWithCompletionHandler(handler:()->()) { | |
| } |