Swift version: 5.2
Although you can create an
SKSpriteNode from a color and size, most folks create them from textures – image data stored in an asset catalog or texture atlas. SpriteKit’s textures are handled using their own class called
SKTexture, and you can load them individually then use them to change the texture used to draw a sprite.
At its most basic, you can change a sprite’s texture like this:
let texture1 = SKTexture(imageNamed: "newTexture") someSprite.texture = texture1
However, that only works if your sprite and the texture are the same size – if they don’t, the texture will get squashed to fit the available space.
If the sprite and texture are different sizes then a better thing to do is use the
setTexture() action, passing in true for its
resize parameter like this:
let texture2 = SKTexture(imageNamed: "newTexture") let action = SKAction.setTexture(texture2, resize: true) someSprite.run(action)
That will switch the texture over, then grow the sprite to fit the new texture size.
SPONSORED Are you tired of wasting time debugging your Swift app? Instabug’s SDK is here to help you minimize debugging time by providing you with complete device details, network logs, and reproduction steps with every bug report. All data is attached automatically, and it only takes a line of code to setup. Start your free trial now and get 3 months off exclusively for the Hacking with Swift Community.
Available from iOS 7.1
This is part of the Swift Knowledge Base, a free, searchable collection of solutions for common iOS questions.
Link copied to your pasteboard.