I'm currently working on an application where I'm trying to set up a moving background. I have a transparent image full of clouds that I'm currently using. My problem is, how can I make it move more smoother? I've tried to play with the speeds but it still looks laggy. Any help would be a blessing.
Here's a video of what I got going. http://sendvid.com/78ggkzcj
And here's a picture of the cloud image. Cloud Image
Here's my code. What you think I should change or do differently?
class GameScene: SKScene {
// Background
let background = SKSpriteNode(texture:SKTexture(imageNamed: "background"))
// Clouds
var mainCloud = SKSpriteNode()
var cloud1Next = SKSpriteNode()
// Time of last frame
var lastFrameTime : TimeInterval = 0
// Time since last frame
var deltaTime : TimeInterval = 0
override func didMove(to view: SKView) {
background.position = CGPoint(x: 0, y: 0)
// Prepare the clouds sprites
mainCloud = SKSpriteNode(texture:
SKTexture(imageNamed: "cloudbg1"))
mainCloud.position = CGPoint(x: 0, y: 0)
cloud1Next = mainCloud.copy() as! SKSpriteNode
cloud1Next.position =
CGPoint(x: mainCloud.position.x + mainCloud.size.width,
y: mainCloud.position.y)
// Add the sprites to the scene
self.addChild(background)
self.addChild(mainCloud)
self.addChild(cloud1Next)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
// First, update the delta time values:
// If we don't have a last frame time value, this is the first frame,
// so delta time will be zero.
if lastFrameTime <= 0 {
lastFrameTime = currentTime
}
// Update delta time
deltaTime = currentTime - lastFrameTime
// Set last frame time to current time
lastFrameTime = currentTime
// Next, move each of the four pairs of sprites.
// Objects that should appear move slower than foreground objects.
self.moveSprite(sprite: mainCloud, nextSprite:cloud1Next, speed:100)
}
// Move a pair of sprites leftward based on a speed value;
// when either of the sprites goes off-screen, move it to the
// right so that it appears to be seamless movement
func moveSprite(sprite : SKSpriteNode,
nextSprite : SKSpriteNode, speed : Float) -> Void {
var newPosition = CGPoint.zero
// For both the sprite and its duplicate:
for spriteToMove in [sprite, nextSprite] {
// Shift the sprite leftward based on the speed
newPosition = spriteToMove.position
newPosition.x -= CGFloat(speed * Float(deltaTime))
spriteToMove.position = newPosition
// If this sprite is now offscreen (i.e., its rightmost edge is
// farther left than the scene's leftmost edge):
if spriteToMove.frame.maxX < self.frame.minX {
// Shift it over so that it's now to the immediate right
// of the other sprite.
// This means that the two sprites are effectively
// leap-frogging each other as they both move.
spriteToMove.position =
CGPoint(x: spriteToMove.position.x +
spriteToMove.size.width * 2,
y: spriteToMove.position.y)
}
}
}
}
Your code looks fine. You are getting low fps because you are running your game in the simulator. If you run on a real device, it should be smooth.