Load the Textures
Apple Game Frameworks and Technologies — by Tammy Coron (33 / 193)
👈 Create the Player Class | TOC | Control Render Order with Z-Pos ition 👉
Remember, a texture is nothing more than an image, or a visual representation for your sprite. To animate a sprite in SpriteKit, you can load an array of textures and cycle through them. Given this is something you’ll do a lot, it makes sense to use an extension[24] to load the textures.
Extensions, which are common to many programming languages, are a great way to reuse code, keep things organized, and extend the functionality of an existing class. To keep your code further organized, you’ll put the extensions into a separate file.
Create another new file (⌘N) using the iOS Swift File template. Name the file SpriteKitHelper.swift and replace its contents with the following:
import Foundation
import SpriteKit
// MARK: - SPRITEKIT EXTENSIONS
extension SKSpriteNode {
}
You’re now ready to add your first SKSpriteNode extension method. Within the brackets ({}) of the SKSpriteNode extension, add the following code:
// Used to load texture arrays for animations
func loadTextures(atlas: String, prefix: String,
startsAt: Int, stopsAt: Int) -> [SKTexture] {
var textureArray = [SKTexture]()
let textureAtlas = SKTextureAtlas(named: atlas)
for i in…