Created
January 25, 2021 16:44
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SpriteKit Typecasting Question
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// | |
// GameScene.swift | |
// project11 | |
// | |
// Created by David Inga on 10/23/20. | |
// | |
import SpriteKit | |
class GameScene: SKScene { | |
override func didMove(to view: SKView) { | |
let background = SKSpriteNode(imageNamed: "background.jpg") | |
background.position = CGPoint(x: 512, y: 384) | |
background.blendMode = .replace | |
background.zPosition = -1 | |
addChild(background) | |
physicsBody = SKPhysicsBody(edgeLoopFrom: frame) | |
} | |
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { | |
if let touch = touches.first { | |
// Note: touch.location(in:) takes a UIView. We're passing in a SKScene? | |
// How come we don't have to typecast? | |
let location = touch.location(in: self) | |
let box = SKSpriteNode(color: UIColor.red, size: CGSize(width: 64, height: 64)) | |
box.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 64, height: 64)) | |
box.position = location | |
addChild(box) | |
} | |
} | |
} |
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