Reputation: 63
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.
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
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
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