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Introduction to Sprite Kit – Part 8 – Changing zPositions at Runtime and Making a Custom Class

 
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Manage episode 170531869 series 1144178
Content provided by Justin Dike. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Justin Dike or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

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

Subscribe to this Podcast on iTunes

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70 episodes

Artwork
iconShare
 
Manage episode 170531869 series 1144178
Content provided by Justin Dike. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Justin Dike or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

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

Subscribe to this Podcast on iTunes

  continue reading

70 episodes

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