So the actual SKCameraNode
is working fine, since I make it follow another node and that works just fine. But when I try to rotate the camera with an SKAction
, it won't rotate. When I try to set its zRotation
though, it works fine. I don't really get why.
Here are some excerpts.
import SpriteKit
class Field:SKScene {
let screen = UIScreen.main.bounds
var cam = SKCameraNode()
var ball:SKShapeNode = SKShapeNode()
override func didMove(to view: SKView) {
// ball init and other stuff
scene!.camera = cam
}
func followBall() {
cam.position.x = ball.position.x
cam.position.y = ball.position.y+100
}
override func update(_ currentTime: TimeInterval) {
followBall()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self.cam)
if(location.x < screen.width/2) {
cam.run(SKAction.rotate(toAngle: .pi/8, duration: 0.2))
} else if (location.x > screen.width/2) {
cam.run(SKAction.rotate(toAngle: -.pi/8, duration: 0.2))
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
cam.run(SKAction.rotate(toAngle: 0, duration: 0.2))
}
}
cam wasn't added to the scene @0x141E provided the answer.