Sprite Tour/APLAnimatingSprites.m
/* |
File: APLAnimatingSprites.m |
Abstract: |
This scene shows how to animate a sprite through a series of textures. |
Version: 1.0 |
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*/ |
#import "APLAnimatingSprites.h" |
#import "APLBasicSprites.h" |
@interface APLAnimatingSprites() |
@property NSArray* walkFrames; |
@end |
const int kDefaultNumberOfWalkFrames = 28; |
const float showCharacterFramesOverOneSecond = 1.0f/(float) kDefaultNumberOfWalkFrames; |
@implementation APLAnimatingSprites |
- (void)createSceneContents |
{ |
self.walkFrames = [self animationFramesForImageNamePrefix:@"warrior_walk_" frameCount: kDefaultNumberOfWalkFrames]; |
// Create the sprite with the initial frame. |
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithTexture:[self.walkFrames objectAtIndex:0]]; |
sprite.position = CGPointMake(CGRectGetMidX(self.frame), |
CGRectGetMidY(self.frame)); |
[self addChild:sprite]; |
// Cycle through the frames. |
SKAction *animateFramesAction = [SKAction animateWithTextures:self.walkFrames |
timePerFrame:showCharacterFramesOverOneSecond |
resize:YES |
restore:NO]; |
[sprite runAction: [SKAction repeatActionForever:animateFramesAction]]; |
[self addSceneDescriptionLabel]; |
} |
- (NSArray *)animationFramesForImageNamePrefix: (NSString*) baseImageName frameCount: (NSInteger) count |
{ |
/* Loads a series of frames from files stored in the app bundle, returning them in an array. */ |
NSMutableArray *array = [NSMutableArray arrayWithCapacity:count]; |
for (int i = 1; i<= count; i++) |
{ |
NSString *imageName = [NSString stringWithFormat:@"%@%04d.png",baseImageName, i]; |
SKTexture *t = [SKTexture textureWithImageNamed:imageName]; |
[array addObject:t]; |
} |
return array; |
} |
- (void)addSceneDescriptionLabel |
{ |
/* |
Add a simple label that describes the scene. |
*/ |
SKLabelNode *myLabel = [SKLabelNode labelNodeWithFontNamed:@"Helvetica"]; |
myLabel.text = NSLocalizedString(@"This sprite is animating through a series of texture images.", @""); |
myLabel.fontSize = 18; |
myLabel.position = CGPointMake(CGRectGetMidX(self.frame),100); |
[self addChild:myLabel]; |
} |
@end |
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