Sprite Kit Best Practices
In the previous chapter, you learned how to implement scene transitions using Sprite Kit’s SKTransition class. You got a look at some of the different types of built-in transitions Sprite Kit makes available to you. You also saw how to control each scene’s animation during a transition. At the end of the chapter, you took your new knowledge and added a menu scene to your SuperSpaceMan game.
In this chapter, you will learn some Sprite Kit best practices; specifically, you will see how you can create your own subclasses of SKSpriteNode so that you can better reuse your nodes. You will then move on to changing your game to load all the sprites into a single texture atlas that you can reference when creating ...