SpriteKit scenes can very quickly get out of control as you add more and more nodes. The solution is to split discrete functionality into separate node components. A dashboard is perfect for this.
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One of the problems with developing something new for a new platform is knowing just what to do. As a long time Windows developer, I know what I want to achieve, but don't know how to achieve it. It's very frustrating.
I started out fixing this with a Mac app template project, which proved very instructional but didn't really reflect a real world application. So I created a second in Mac application, based on a more realistic app. Doing this gave more insight into what it was that I didn't know.
My first app is now at a stage where I have built a working application with the majority of the functionality it needs to operate. Along the way, I had many challenges to overcome. Some relatively simple and some rather complex. This section is intended to document some of these challenges and the solutions I came up with.
Along the way, I may well come up with other stuff that I need to document be it Macos, iOS or anything else. I'll add those in as and when.
A toolbar is a discrete piece of functionality that adds a great deal of code to your SpriteKit Game Scene. It makes sense to separate this out into a separate component and use a delegate to indicate what was selected.
You can add pressure to the player of your games by limiting their fuel or the time remaining. Representing that as an ever shrinking progress bar gives a clean representation of time remaining.
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