Chapter 6
Adding Particle Effects to Your Game with Emitter Nodes
In the previous chapter, you refactored the orb node’s layout and saw how you could use SKActions to move an SKSpriteNode back and forth across the scene while making that same node rotate forever. At the end of the chapter, you looked at how you can add colorizing effects to an SKSpriteNode using a colorize action.
In this chapter, I will show you how to define particle emitters and how to leverage them in Sprite Kit games. After that, I will show you how you can use them to add engine exhaust to the playerNode whenever an impulse is applied to the physicsBody.
Note I will cover only the properties that I will be using in the SuperSpaceMan game. If you want to see the complete ...
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