Creating a Generic Node Component in SpriteKit

After the development of my simple puzzle game, one of the things I wanted to do differently was using a generic Node Component. This would be a component that would do all the scaling, rotating, and positioning in such a way that it could apply to any node type (label, sprite, shape, etc) or even things like particle emitters.

In this post, I’ll create a simple SpriteKit scene with a basic render system and a few simple components to see how this might work.

As I write this, I’m walking the Dale’s Way with nothing but my iPad Pro so this will all be done using the Swift Playgrounds app.

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