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SDSpriteObject.swift
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SDSpriteObject.swift
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import SpriteKit
public class SDSpriteObject: SDObject {
let spriteNode: SKSpriteNode
public var activeTexture: String?
public init(imageNamed: String) {
self.spriteNode = SKSpriteNode(imageNamed: imageNamed)
super.init(node: spriteNode)
}
public var size: CGSize {
get { spriteNode.size }
set { spriteNode.size = newValue }
}
public func runTexture(named: String) {
let texture = loadTexture(named: named)
spriteNode.run(SKAction.repeatForever(
SKAction.animate(with: texture, timePerFrame: TimeInterval(0.1), resize: false, restore: true)
))
activeTexture = named
}
private func loadTexture(named: String) -> [SKTexture] {
let textureAtlas = SKTextureAtlas(named: named)
var frames = [SKTexture]()
for idx in 0..<textureAtlas.textureNames.count {
frames.append(textureAtlas.textureNamed(textureAtlas.textureNames[idx]))
}
return frames
}
}