I submitted a TSI about 3 weeks ago.
Got an automated reply giving me my TSI ID. Unfortunately I cannot find that ID anywhere.
Can any of you detectives find that ID for me?
I guess I am a little curious as to when one of their super smart DTS programmers will contact me.
My Bad
John Love
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Here is a link to a super long conversation with a true genius at StackOverflow
https://stackoverflow.com/questions/78343630/what-algorithm-is-available-to-correlate-a-skspritenodes-position-with-the-uibe/78379892#78379892
He has done an extraordinary amount of work to make up for what I consider is the non-working of UIBezierPath’s orientToPath = true.
He’s done multiple hours work to make up for orientToPath = true not working.
What are we missing?
How do I set the static position of a SKSpriteNode so that it tilts toward the UIBezierPath as if it were following this Path?
When I first start my App, these Nodes are all aligned in a straight line
When I call:
var trainAction = SKAction.follow(trainPath.cgPath,
asOffset: false,
orientToPath: true,
speed: thisSpeed)
for moving the train, the train + each car will orient its tilt to hug the trainPath.
But I want the identical tilt to hug the trainPath for its initial static presentation.
How do I do that?
Using Swift, how do I resize individual SKSpriteNodes for various iPad device sizes?
Currently, I use theScene.scaleMode = .resizeFill for scaling the entire SKScene and it works as advertised. Please note that .aspectFill does not solve the challenge described below.
My challenge is to resize individual SKSpriteNodes (that are components of the overall SKScene) based on size of the iOS device; for example, iPad Mini <--> iPad Pro
Right now, I hard code the sizes of these Nodes. But I realize this is not the optimum approach.
Again, hard coding is frowned upon. So I am looking for a more dynamic method that functions based on device size.
Topic:
Graphics & Games
SubTopic:
SpriteKit