Questions tagged [skemitternode]

A SKEmitterNode object is a node that automatically creates and renders small particle sprites. Particle sprites are privately owned by Sprite Kit—your game cannot access the generated sprites. For example, this means you cannot add physics shapes to particles. Emitter nodes are often used to create smoke, fire, sparks, and other particle effects. Available in iOS 7.0 and later.

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SKEmitterNode tied to a moving SKNode

I am attempting to move a SKEmitterNode to follow a bullet in my game to give it a trailing effect however, no matter which way I attempt to implement this, it doesn't seem to work how I want it to and I'm at a loss for how to make this. I have…
harrisondev
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How do I create a blinking effect with SKEmitterNode?

I have used the particle emitter to create a background with stars. It looks ok, but I would like them to blink, or flicker. The closest I get is when I change the birthrate and lifetime variables so that particles disappear and appear at different…
Mark Tornej
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How to rewind time of SKEmitterNode?

I'm trying to make particles (implemented with SKEmitterNode) conform to a time rewind feature in a game. How could I achieve this? From the documentation, it seems that accessing individual particles is not a possible solution and the only property…
pug
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set SKEmitterNode to background

I am setting up a scene with a fixed background (a simple rectangle), an SKEmitterNode, and a backgroundLayer (a SKNode including many SKShapeNodes) : this is the hierarchy of my scene. But, even if I am adding the emitter node as a child of the…
Seth
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Emitter not adding where players position is

I am trying to get a player to collide with a SKNode. Doing so, I want a particle to display an exposition where the SKNode just was(player) and display the effect. When I tried to create this, the emitter is not displaying where the player is. How…
Matt Cantrelle
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Xcode Particle Emitter Editor not using ~ipad images?

We have different images for iPhones and iPads, but the Particle Emitter Editor in Xcode only seems to use the iPhone images -- even on iPad devices. We also tried changing the texture in code like this: emitterNode.particleTexture…
Crashalot
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Get Nil when retrieving file path form Main Bundle when file is in Copy Bundle

Have spent hours debugging this to no avail. I am trying to add a SKEMitterNode to my scene but when I try to retrieve the path form MainBundle I get: unexpectedly found nil while unwrapping an Optional value I have checked the Copy Bundle and the…
dancingbush
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Ambiguous reference to member error when assigning position to SKEmitterNode

I am trying to assign a CGPoint position to a SKEmitterNode // Add the explosive emitter var pos = CGPointMake(gs.frame.size.height / 2, gs.frame.size.width / 2); var fireEmitterPath = NSBundle.mainBundle().pathForResource("Fire", ofType:…
dancingbush
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Declaring an SKEmitterNode an Instance Variable

In my game, I have a Player and a Mine. When the player hits the mine, I add an SKEmitterNode to the scene to simulate an explosion. In the Mine class, I declare an instance variable for the SKEmitterNode like this: var particles =…
claassenApps
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SKEmitterNode with different simulation times

I have created a template particle file in my project and want to use it with different texture images. I have created this and use this method... func addEmitterWithTexture(image: UIImage, size: CGSize, advanceTime: NSTimeInterval, scene: SKScene)…
Fogmeister
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SKEmitterNode Not Removing

I'm having issues with my node count rising continuously as the SKEmitterNode is going. I have the particleLifetime and the numParticlesToEmit set low. However, it doesn't seem that they're being removed. I've attached a few images to that shows the…
Alan Guilfoyle
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SKEmitterNode: altering birth rate on update not adding more particles

I have an SKEmitterNode on my scene, when I increase the particles on update, the amount of particles being shown are not increasing. I am not sure what step I am missing. The code is really simple: Create any kind of default particle from…
Knight0fDragon
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Mysterious spritekit crash after adding emitterNode without stacktrace

I've recently added a particle emitter to my game project with the following lines: let backgroundEmitter1 = SKEmitterNode(fileNamed: "BackgroundParticle1.sks") backgroundEmitter1!.name = "BackgroundParticle1Node" backgroundEmitter1!.position =…
user594883
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SKEmiterNode with AVAudioPlayer for music visuals

PLEASE SOMEONE HELP! I want to have my SKEmiterNode's scale(meaning size) get larger and smaller to the music i have built into the application using AVAudioPlayer. Right now this is pretty much all I have for the SKEmiterNode and it looks…
OriginalAlchemist
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iOS Particle system control

I'm trying to understand if any of the particle systems in iOS (Sprite Kit or CAEmitterLayer) are suitable for the task I have. The question: is there a way to control when the emitter is creating particles? Particularly, telling the emitter when to…
frangulyan
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