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§Bindings to the SpriteKit framework
See Apple’s docs and the general docs on framework crates for more information.
Structs§
- SK3D
Node SK3DNodeandSKNodeandobjc2-app-kitand macOS - Apple’s documentation
- SKAction
SKAction - An SKAction object is an action that is executed by a node in the scene. Actions are most often used to change the structure and content of the node to which they are attached, but can also make other changes to the scene. When the scene processes its nodes, actions associated with those nodes are evaluated.
- SKAction
Timing Mode SKAction - Adjust the timing of an action
- SKAttribute
SKAttribute - Apple’s documentation
- SKAttribute
Type SKAttribute - Apple’s documentation
- SKAttribute
Value SKAttribute - Apple’s documentation
- SKAudio
Node SKAudioNodeandSKNodeandobjc2-app-kitand macOS - A SpriteKit scene graph audio node that provides a way to link audio graphs to a SpriteKit scene. The currently presented scene is responsible for mixing the audio from nodes in the scene.
- SKBlend
Mode SKNode - Blend modes that the SKNode uses to compose with the framebuffer to produce blended colors.
- SKCamera
Node SKCameraNodeandSKNodeandobjc2-app-kitand macOS - A Camera node is a full fledged SKNode that can have actions and physics applied to it. It also uses the standard SKNode transform system so modifying the camera node’s position is how you translate the camera’s viewport. Applying a scale to the node would zoom the viewport in or out etc. As an added benefit you can now rotate the viewport by applying a zRotation to the camera node, just as you would with any other SKNode.
- SKConstraint
SKConstraint - SKConstraints are evaluated each frame after actions and physics. The node’s transform will be changed to staisfy the constarint
- SKCrop
Node SKCropNodeandSKNodeandobjc2-app-kitand macOS - A SpriteKit node that masks child nodes using another node’s alpha component
- SKEffect
Node SKEffectNodeandSKNodeandobjc2-app-kitand macOS - A SpriteKit node that applies frame buffer effects to the rendered results of its child nodes. This is done continuously on live content and is not a simple snapshot of the rendered result at one instant of time.
- SKEmitter
Node SKEmitterNodeandSKNodeandobjc2-app-kitand macOS - An emitter of particle sprites.
- SKField
Node SKFieldNodeandSKNodeandobjc2-app-kitand macOS - Apple’s documentation
- SKInterpolation
Mode SKKeyframeSequence - Apple’s documentation
- SKKeyframe
Sequence SKKeyframeSequence - Apple’s documentation
- SKLabel
Horizontal Alignment Mode SKLabelNode - Apple’s documentation
- SKLabel
Node SKLabelNodeandSKNodeandobjc2-app-kitand macOS - A node that displays a text label with a given font.
- SKLabel
Vertical Alignment Mode SKLabelNode - Apple’s documentation
- SKLight
Node SKLightNodeandSKNodeandobjc2-app-kitand macOS - Apple’s documentation
- SKMutable
Texture SKMutableTextureandSKTexture - Apple’s documentation
- SKNode
SKNodeandobjc2-app-kitand macOS - Apple’s documentation
- SKNode
Focus Behavior SKNode - Apple’s documentation
- SKParticle
Render Order SKEmitterNode - Apple’s documentation
- SKPhysics
Body SKPhysicsBody - A SpriteKit physics body. These are the physical representations of your nodes. These specify the area and mass and any collision masking needed.
- SKPhysics
Contact SKPhysicsContact - Apple’s documentation
- SKPhysics
Joint SKPhysicsJoint - Apple’s documentation
- SKPhysics
Joint Fixed SKPhysicsJoint - Apple’s documentation
- SKPhysics
Joint Limit SKPhysicsJoint - Apple’s documentation
- SKPhysics
Joint Pin SKPhysicsJoint - Apple’s documentation
- SKPhysics
Joint Sliding SKPhysicsJoint - Apple’s documentation
- SKPhysics
Joint Spring SKPhysicsJoint - Apple’s documentation
- SKPhysics
World SKPhysicsWorld - Apple’s documentation
- SKRange
SKConstraint - SKRange object used to define a range of allowable values
- SKReach
Constraints SKReachConstraints - Apple’s documentation
- SKReference
Node SKNodeandSKReferenceNodeandobjc2-app-kitand macOS - Apple’s documentation
- SKRegion
SKRegion - Apple’s documentation
- SKRenderer
SKRenderer - A renderer for displaying a SpriteKit scene in an existing Metal workflow.
- SKRepeat
Mode SKKeyframeSequence - Apple’s documentation
- SKScene
SKEffectNodeandSKNodeandSKSceneandobjc2-app-kitand macOS - A scene is the root node of your content. It is used to display SpriteKit content on an SKView.
- SKScene
Scale Mode SKScene - Apple’s documentation
- SKShader
SKShader - Apple’s documentation
- SKShape
Node SKNodeandSKShapeNodeandobjc2-app-kitand macOS - A SpriteKit Node used to stroke or fill a shape. CGPaths are used to supply the path.
- SKSprite
Node SKNodeandSKSpriteNodeandobjc2-app-kitand macOS - A Sprite is a textured 2D node. It can be placed, rotated, scaled and animated like any other node except it draws a textured rectangle specified by the bounds and anchor point.
- SKTexture
SKTexture - A texture to be mapped onto SKSpriteNode instances.
- SKTexture
Atlas SKTextureAtlas - Apple’s documentation
- SKTexture
Filtering Mode SKTexture - Apple’s documentation
- SKTile
Adjacency Mask SKTileSet - The adjacency mask is used to specify which neighboring tiles need to be filled in for a rule to go into effect.
- SKTile
Definition SKTileDefinition - A tile definition contains the information needed to represent a single type of tile within a tile map.
- SKTile
Definition Rotation SKTileDefinition - Adjust the rotation of the tile definition image, in 90 degree increments.
- SKTile
Group SKTileSet - A tile group encapsulates a collection of related tile definitions that are designed to be pieced together within a tile map. How those tiles are pieced together is governed by the set of rules. When a tile group is placed in a tile map, the map evaluates the rules to determine which tiles should be placed to achieve the desired outcome.
- SKTile
Group Rule SKTileSet - A tile group rule defines how a certain type of tile should be placed on the map. These tiles are like puzzle pieces, and the rules define how they should be pieced together. This is accomplished by defining which neighboring spaces need to be filled with tiles that belong to the same group, and which tiles are required to be empty. The required pattern of neighboring tiles is defined using the SKTileAdjacencyMask.
- SKTile
MapNode SKNodeandSKTileMapNodeandobjc2-app-kitand macOS - A SpriteKit node used to render a 2D array of textured sprites. Uses SKTileSet to determine what textures it can use to render. Separate tile map nodes can be layered on top of one another to achieve various effects, such as parallax scrolling.
- SKTile
Set SKTileSet - A tile set contains all of the tile definitions that are available for use in a tile map. In addition, it also contains tile groups, which define collections of related tile definitions and the rules that govern their placement.
- SKTile
SetType SKTileSet - The tile set type is used to describe how the tiles will be arranged in a tile map.
- SKTransform
Node SKNodeandSKTransformNodeandobjc2-app-kitand macOS - An SKTransformNode can be applied a 3D rotation that will affect the visual aspect of its children. The physics and constraints of the children will behave as if none of them were transformed.
- SKTransition
SKTransition - A transition style from one scene to another.
- SKTransition
Direction SKTransition - Apple’s documentation
- SKUniform
SKUniform - Apple’s documentation
- SKUniform
Type SKUniform - Apple’s documentation
- SKVideo
Node SKNodeandSKVideoNodeandobjc2-app-kitand macOS - Apple’s documentation
- SKView
SKViewandobjc2-app-kitand macOS - Apple’s documentation
- SKWarp
Geometry SKWarpGeometry - Apple’s documentation
- SKWarp
Geometry Grid SKWarpGeometry - Apple’s documentation
Constants§
- SK_
VERSION SKVersion - Apple’s documentation
Traits§
- NSEventSK
Node Event SKNode - Category “SKNodeEvent” on
NSEvent. - SKPhysics
Contact Delegate SKPhysicsWorld - Apple’s documentation
- SKScene
Delegate SKScene - Apple’s documentation
- SKView
Delegate SKView - Apple’s documentation
- SKWarpable
SKWarpGeometry - Apple’s documentation
Type Aliases§
- SKAction
Timing Function SKActionandblock2 - A custom timing function for SKActions. Input time will be linear 0.0-1.0 over the duration of the action. Return values must be 0.0-1.0 and increasing and the function must return 1.0 when the input time reaches 1.0.