I've been experimenting with SKCameraNode, but I can't find anything about creating a parallax effect with it.
Let's say I add to the code above and I add a behindNode below my baseNode. Then I animate my camera.
let behindNode = SKNode()
addChild(behindNode)
let blueSquare = SKSpriteNode(color: SKColor.blueColor(), size: CGSize(width: 80, height: 80))
blueSquare.position = CGPoint(x: size.width/2+40, y: size.height/2+40)
behindNode.addChild(blueSquare)
let baseNode = SKNode()
addChild(baseNode)
let redSquare = SKSpriteNode(color: SKColor.redColor(), size: CGSize(width: 80, height: 80))
redSquare.position = CGPoint(x: size.width/2, y: size.height/2)
baseNode.addChild(redSquare)
let cameraNode = SKCameraNode()
camera = cameraNode
addChild(camera!)
camera!.position = redSquare.position
cameraNode.runAction(SKAction.sequence([
SKAction.waitForDuration(1),
SKAction.moveBy(CGVector(dx: 100, dy: 100), duration: 3),
SKAction.moveBy(CGVector(dx: -100, dy: 100), duration: 1),
SKAction.moveBy(CGVector(dx: 100, dy: -100), duration: 1)
]))

I need the blue square to move at a slower rate relative to the red square when the camera moves.. I would expect the cameranode to have a relative positions dictionary or something, but it doesn't..
I created a solution that does not deal with seconds or frames.
You can create a subclass of SKCameraNode and use Swift's didSet() method that gets called after a class variable was changed. In our case we want to listen to the changes of the camera node's position variable.
class CameraNodeParallax:SKCameraNode{
override var position : CGPoint {
didSet {
// Move our backgrounds
}
}
We further want to create one array that contains all our parallax background nodes and one that contains the corresponding moving speed in relation to the camera's moving speed.
var backgroundNodes:[SKNode] = []
var backgroundNodesSpeedFactor:[CGVector] = [] // in relation to camera nodes speed
func addParallaxBackgroundNode(background:SKNode, vector:CGVector) {
backgroundNodes.append(background)
backgroundNodesSpeedFactor.append(vector)
}
A init() that fills our new variables might be useful as well
init(position:CGPoint) {
super.init()
self.position = position
}
Now we can fill our didSet() listener:
// Move our backgrounds
var i = 0
for node in backgroundNodes {
let positionChangeX = position.x-oldValue.x
let positionChangeY = position.y-oldValue.y
let changeX = positionChangeX*backgroundNodesSpeedFactor[i].dx
let changeY = positionChangeY*backgroundNodesSpeedFactor[i].dy
node.position = CGPointMake(node.position.x+changeX,node.position.y+changeY)
i += 1
}
The final code looks like this:
class CameraNodeParallax:SKCameraNode{
var backgroundNodes:[SKNode] = []
var backgroundNodesSpeedFactor:[CGVector] = [] // in relation to camera nodes speed
init(position:CGPoint) {
super.init()
self.position = position
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override var position : CGPoint {
didSet {
// Move your parallax backgrounds
var i = 0
for node in backgroundNodes {
let positionChangeX = position.x-oldValue.x
let positionChangeY = position.y-oldValue.y
let changeX = positionChangeX*backgroundNodesSpeedFactor[i].dx
let changeY = positionChangeY*backgroundNodesSpeedFactor[i].dy
node.position = CGPointMake(node.position.x+changeX,node.position.y+changeY)
i += 1
}
}
}
func addParallaxBackgroundNode(background:SKNode, vector:CGVector) {
backgroundNodes.append(background)
backgroundNodesSpeedFactor.append(vector)
}
}
I created an alternative implementation that does not inherit from SKCameraNode here https://github.com/gitmalong/lovelySpriteKitHelpers/blob/master/ParallaxBackgroundMover.swift
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