at26
at26

Reputation: 63

Spritekit Animation not working

I'm trying to make a game where the main user is animated and i converted the gif to png and took each frame and put them all into a folder. However, right now I'm simply trying to get the first frame to appear, but nothing appears. Sorry if i worded this weird my English isn't very good. enter image description here

Right now I think just the first frame, "trumpyhappy1.png" should show when I try to run it, but when I run it nothing shows up.

Upvotes: 1

Views: 742

Answers (2)

Jeff Cripe
Jeff Cripe

Reputation: 36

For anyone that stumbles upon this and is still wondering why their animations are blank. I found that programmatically adding the actions would cause this before viewDidAppear got called. However, setting the animation in the scene file directly I was able to get around the blank animations

Upvotes: 1

Rahul Bir
Rahul Bir

Reputation: 835

So basically in spritekit to animate a spritenode you should be doing this

override func didMove() {
    let mainGuy = SKSpriteNode()

    self.addChild(mainGuy)

    // Give your size and position and everything
    // Then to animate that spriteNode with frames 

    let textureAtlas = SKTextureAtlas(named: "trump")
    let frames: [SKTexture] = []

    for i in 0...textureAtlas.textureNames.count {
         var name = "trumphappy\(i).png"
         frames.append(SKTexture(named: name))
    }


   // Then to create the animation add this code

   let animation = SKAction.animate(with: frames, timePerFrame: ) // Whatever time you want your animation to spend on each frame
}

That should work, hope it works!

Upvotes: 0

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