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Introduction to Sprite Kit – Part 8 – Changing zPositions at Runtime and Making a Custom Class
Manage episode 170531869 series 1144178
![](https://cartoonsmartstreaming.s3.amazonaws.com/wp-content/uploads/2017/01/12164126/Preview-Image-for-VIdeos-Udemy-copy.jpg)
Introduction to Sprite Kit – Part 8 – Changing zPositions at Runtime and Making a Custom Class
In this final video, we’ll use the update method to check where the player is and then change the zPosition (layering) of buildings based on that value. This will make it look like the player is visually in front of or in back of a particular building. Then finally we’ll create a Castle class, or subclass of SKSpriteNode, and demonstrate how this custom class can have it’s own functions and properties.
Hosts: Justin Dike
70 episodes
Manage episode 170531869 series 1144178
![](https://cartoonsmartstreaming.s3.amazonaws.com/wp-content/uploads/2017/01/12164126/Preview-Image-for-VIdeos-Udemy-copy.jpg)
Introduction to Sprite Kit – Part 8 – Changing zPositions at Runtime and Making a Custom Class
In this final video, we’ll use the update method to check where the player is and then change the zPosition (layering) of buildings based on that value. This will make it look like the player is visually in front of or in back of a particular building. Then finally we’ll create a Castle class, or subclass of SKSpriteNode, and demonstrate how this custom class can have it’s own functions and properties.
Hosts: Justin Dike
70 episodes
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