Reputation: 589
I am trying to get my background to move endless from right to left.
My let:
let background = SKSpriteNode(imageNamed: "background")
let background2 = SKSpriteNode(imageNamed: "background")
my didMoveToView
background.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
background.zPosition = 2
background2.position = CGPointMake(CGRectGetMidX(self.frame)+(background.position.x/2),CGRectGetMidY(self.frame))
background2.zPosition = 2
background.setScale(2)
background2.setScale(2)
self.addChild(background)
self.addChild(background2)
var backgroundMovement = SKAction.moveByX(background.size.width, y: 0, duration: 1)
background.runAction(backgroundMovement, completion: {() -> Void in
self.background.position = CGPointZero
})
var backgroundMovement2 = SKAction.moveByX(background2.size.width, y: 0, duration: 1)
background2.runAction(backgroundMovement2, completion: {() -> Void in
self.background2.position = CGPointZero
})}
My update func is empty.
I have uploaded a picture of how it looks like when running on device: http://s18.postimg.org/kbn83tvmx/i_OS_Simulator_Screen_Shot_09_Aug_2015_23_33_39.png
The image is still on half of the screen, and the image does not move now either.
Upvotes: 1
Views: 220
Reputation: 198
I'm going to copy and paste my code from another game I've made. This code moves a background from right-left forever. I'll do best to explain this code.
func createBackground () {
var backgroundTexture = SKTexture(imageNamed: "bg")
var moveBackgroundByX = SKAction.moveByX(-backgroundTexture.size().width, y: 0, duration: backgroundSpeed)
var replaceBackground = SKAction.moveByX(backgroundTexture.size().width, y: 0, duration: 0)
var moveBackgroundForever = SKAction.repeatActionForever(SKAction.sequence([moveBackgroundByX, replaceBackground]))
for var i:CGFloat = 0; i < 3; i++ {
background = SKSpriteNode(texture: backgroundTexture)
background.position = CGPoint(x: backgroundTexture.size().width/2 + (backgroundTexture.size().width * i), y: CGRectGetMidY(self.frame))
background.size.height = self.frame.height
background.runAction(moveBackgroundForever)
movingObjects.addChild(background)
}
}
What you need to do is:
If you have any questions please let me know.
Upvotes: 1
Reputation: 1545
The reason your background only takes up half of the screen is because you are using the regular size of the image in pixels. You need to edit the xScale
and yScale
properties in order to make it make it bigger. What you need is:
background.setScale(2)
Next, to move the background sprites, use SKAction
instead since you have more control over timing. The motion within update
won't be consistant because, unless you have an algorithm to control exactly when update:
is called, you will see that the movement speeds up or slows down. To move the background, use code that looks something like this after your didMoveToView
method:
var backgroundMovement = SKAction.moveByX(background.size.x, y: 0, duration: someDuration)
background.runAction(background, completion: {() -> Void in
//place background image at start again
background.position = ...
})
Loop this code if you want the background to move continuously and edit it in any way you'd like to make it look better (like having both backgrounds move with SKAction). Hope this helps
Upvotes: 1