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Introduction to Sprite Kit – Part 8 – Changing zPositions at Runtime and Making a Custom Class
CartoonSmart Tutorials
English - January 19, 2017 21:59 - 53.1 MB Video - ★★★★★ - 6 ratingsTechnology Education How To swift ios xcode tvos cartoonsmart illustration adobe design software sprite Homepage Download Apple Podcasts Google Podcasts Overcast Castro Pocket Casts RSS feed
Introduction to Sprite Kit – Part 8 – Changing zPositions at Runtime and Making a Custom Class In this final video, we’ll use the update method to check where the player is and then change the zPosition (layering) of buildings based on that value. This will make it look like the player is visually in front of or in back […]
Introduction to Sprite Kit – Part 8 – Changing zPositions at Runtime and Making a Custom Class
In this final video, we’ll use the update method to check where the player is and then change the zPosition (layering) of buildings based on that value. This will make it look like the player is visually in front of or in back of a particular building. Then finally we’ll create a Castle class, or subclass of SKSpriteNode, and demonstrate how this custom class can have it’s own functions and properties.
Hosts: Justin Dike
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