In this chapter, we show you how to define particle emitters and how to leverage them in SpriteKit games. After that, we show you how you can use them to add engine exhaust to the playerNode whenever an impulse is applied to the physicsBody.
Note
We cover only the properties that we’ll be using in the SuperSpaceMan game. If you want to see the complete list of properties, check out the Apple Developer docs at https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SKEmitterNode_Ref/index.html ...