Thanks a ton for this article! I absolutely adore this website
Any chance I could get the paddle.png to texture the paddle with?
I’m going through the “Adding a Paddle” section and noticed that there’s not the paddle.png that I’m supposed to use for the paddle’s texture. I believe I’ve followed the tutorial exactly up to this point so maybe it’s not included within the download?
It is in Assets.xcassets, along with all other images. You assign the panda face texture to the paddle by first selecting the paddle in GameScene.sks, then selecting “paddle” for Texture in the Attributes Inspector — just like the way set the ball texture.
I’ve been reading your articles and they are quite good, however they seem to be mostly conecentrated to touch devices, I have a real problem getting (Porting) your projects to OS X even though your code has helped me a lot, the navigation e.g mouseMoved etc. is a real puzzle for me. I’m new to Swift and the whole sprite kit (I did some Objective C, PHP Java C++) to keep it short I’m really at a puzzle of how to manipulate move objects in sprite kit, and also why in your code you simply drag the image into the project and the apple standard code calls it in the code… Regards a very confused londoner
I finished the tutorial and everything was working fine, but all of a sudden the ball slows down or speeds up when it touches other objects or the border.
The only thing I did was edit some of the assets in the project folder.
One thing I noticed when moving the paddle, is that my finger goes off the edge of the screen a lot, and the paddle doesn’t pick up where it left off… i’m guessing that the touch ended somehow… but how can the app be made a little more forgiving and able to pick up from where the finger entered the screen area?
one issue I have with the tutorial is that on the touches began, moved, etc., a whole new object (a skspritenode) is being allocated, often many times per second. that really really seems wasteful and a sure way to slow everything down a lot.