I am wondering if anyone has found the correct way to setup the
func update(_ currentTime: TimeInterval) with the SKRenderer. As I am having difficulty moving the SKCamera.
When using SKRenderer
in a SpriteKit application, handling the camera movement with the update(_:)
function can be a bit different compared to a standard SKScene
. Here’s a general approach to correctly update the myloyola camera position using SKCameraNode
.
Setting Up SKRenderer with SKCameraNode
- Initialize SKRenderer and SKScene: Make sure you have set up your
SKRenderer
and anSKScene
properly.
class GameViewController: UIViewController {
var skView: SKView!
var scene: GameScene!
override func viewDidLoad() {
super.viewDidLoad()
skView = SKView(frame: view.bounds)
view.addSubview(skView)
scene = GameScene(size: skView.bounds.size)
skView.presentScene(scene)
}
}
Create and Use SKCameraNode: In your GameScene
, create an SKCameraNode
and assign it to the scene.
class GameScene: SKScene {
let cameraNode = SKCameraNode()
override func didMove(to view: SKView) {
self.camera = cameraNode
addChild(cameraNode)
}
override func update(_ currentTime: TimeInterval) {
// Update camera position based on game logic
moveCamera()
}
func moveCamera() {
// Example logic to move the camera
cameraNode.position = CGPoint(x: player.position.x, y: player.position.y)
}
}