Tuesday, September 23, 2014

iOS8:Framework:Sprite Kit Framework:Tasks

iOS8 Framework

Action
  • Creating Actions That Move Nodes
  • Creating Actions That Rotate Nodes
  • Creating Actions That Change a Node’s Animation Speed
  • Creating Actions That Change a Node’s Scale
  • Creating Actions to Show or Hide a Node
  • Creating Actions That Change a Node’s Transparency
  • Creating Actions That Change a Sprite Node’s Content
  • Creating Actions to Alter the Properties of Field Nodes
  • Playing Sounds
  • Removing Nodes from the Scene
  • Creating Actions That Perform Actions on a Node’s Child
  • Creating Actions That Combine or Repeat Other Actions
  • Creating an Action to Introduce a Delay into a Sequence
  • Creating Actions to Perform Inverse Kinematic Calculations
  • Creating Custom Actions
  • Reversing an Action
  • Inspecting an Action’s Animation Properties
Constraint
  • Creating Position Constraints
  • Creating Orientation Constraints
  • Creating Distance Constraints
  • Determining the Coordinate System That a Constraint Is Applied In
  • Enabling a Constraint
Keyframe Sequence
  • Creating New Sequences
  • Changing the Sequence
  • Retrieving Interesting Info About the Sequence
  • Changing How the Sequence Is Interpolated
  • Sampling the Sequence
Physics Body
  • Creating Volume-Based Physics Bodies
  • Creating Edge-Based Physics Bodies
  • Defining How Forces Affect a Physics Body
  • Defining a Body’s Physical Properties
  • Working with Collisions and Contacts
  • Applying Forces and Impulses to a Physics Body
  • Inspecting the Physics Body’s Position and Velocity
  • Reading the Physics Body’s Node
  • Determining Which Joints Are Connected to a Physics Body
  • Interacting with Physics Fields
  • Pinning a Physics Body to the Node’s Parent
Physics Contact
  • Inspecting the Contact Properties
Physics Joint
  • Inspecting Joint Properties
  • Measuring Force Effects Against the Anchor Point
Physics Joint Fixed
  • Creating a Fixed Joint
Physics Joint Limit
  • Creating a Limit Joint
  • Determining the Maximum Length of the Joint
Physics Joint Pin
  • Creating a Pin Joint
  • Determining the Characteristics of the Pin Joint
Physics Joint Sliding
  • Creating a Sliding Joint
  • Configuring the Limits of the Sliding Joint
Physics Joint Spring
  • Creating a New Spring Joint
  • Configuring the Spring Properties
Physics World
  • Configuring the Physics World Simulation
  • Joining Physics Bodies Together
  • Detecting Collisions in the Physics World
  • Searching for Bodies in the World
  • Working with Physics Fields
Range
  • Creating a Range Object
  • Inspecting a Range Object’s Limits
Reach Constraints
  • Working with Reach Constraints
Region
  • Creating and Initializing Region Objects
  • Interacting with a Region
Shader
  • Creating and Initializing New Shader Objects
  • Using Uniform Data in a Shader
  • Working with Shader Source Code
Texture
  • Creating New Textures from Images
  • Creating Textures from Raw Pixel Data
  • Creating Normal Map Textures
  • Creating Noise Textures
  • Inspecting a Texture’s Properties
  • Preloading the Texture Data
Mutable Texture
  • Creating an Empty Mutable Texture
  • Modifying a Mutable Texture’s Contents
Texture Atlas
  • Creating a Texture Atlas
  • Creating a Texture from a Texture Atlas
  • Preloading Texture Atlas Data
  • Inspecting the Texture Atlas
Transition
  • Creating Transition Objects
  • Configuring Whether Scenes Are Paused During the Transition
Uniform
  • Creating and Initializing Uniform Objects
  • Reading Information About a Uniform
  • Reading and Writing a Uniform’s Value
Node (Responder)
  • Creating a New Node
  • Inspecting the Node’s Position
  • Setting a Node’s Scaling and Rotation
  • Inspecting a Node’s Visibility
  • Determining Whether a Node Supports User Interaction
  • Working with Node Trees
  • Naming Nodes
  • Running Actions
  • Adding Physics to a Node
  • Converting to and from the Node’s Coordinate System
  • Determining If a Point Lies in a Node
  • Performing Node Intersections
  • Storing Custom Node Data
  • Constraining a Node’s Behavior Relative to Other Nodes
3D Node (Responder)
  • Creating a 3D Node
  • Configuring the 3D Node
  • Animating the 3D Node’s Content in Scene Kit
  • Projecting and Hit Testing
Crop Node (Responder)
  • Setting the Mask Filter
Effect Node (Responder)
  • Enabling Filter Effects
  • Configuring the Filter
  • Blending the Results to the Framebuffer
  • Applying a Custom Shader
  • Caching the Filter Results
Scene (Effect Node Responder)
  • Initializing a Scene
  • Determining What Portion of the Scene Is Visible in the View
  • Setting the Background Color of a Scene
  • Converting Between View and Scene Coordinates
  • Presenting a Scene
  • Executing the Animation Loop
  • Working with Physics in the Scene
Emitter Node (Responder)
  • Determining When Particles Are Created
  • Defining Which Node Emits Particles
  • Determining a Particle Lifetime
  • Determining a Particle’s Initial Position
  • Determining a Particle’s Velocity and Acceleration
  • Determining a Particle’s Rotation
  • Determining a Particle’s Scale Factor
  • Setting a Particle’s Texture and Size
  • Configuring Particle Color
  • Determining How the Particle Texture Is Blended with the Particle Color
  • Blending Particles with the Framebuffer
  • Adding an Action to Particles
  • Applying Physics Fields to the Particles
  • Using a Custom Shader to Render the Particles
Field Node (Responder)
  • Creating Field Nodes
  • Determining Which Physics Bodies Are Affected by the Field
  • Configuring the Strength of the Field
  • Configuring Other Field Properties
Label Node (Responder)
  • Creating a New Label Node
  • Configuring the Label Message
  • Configuring the Label Font
  • Configuring the Label’s Position
  • Performing Color Blending
  • Blending the Label into the Framebuffer
Light Node (Responder)
  • Determining Whether a Light Node Is Active
  • Configuring the Lighting Properties
Shape Node (Responder)
  • Creating a Shape Path
  • Inspecting the Shape Node’s Path
  • Setting the Fill Properties
  • Setting the Stroke Properties
  • Blending the Shape with the Framebuffer
  • Reading the Shape Node’s Properties
Sprite Node (Responder)
  • Initializing a New Sprite
  • Inspecting Physical Properties
  • Inspecting the Sprite’s Texture
  • Inspecting Color Properties
  • Blending the Sprite with the Framebuffer
  • Adding Lighting to a Sprite
  • Adding a Custom Shader
Video Node (Responder)
  • Creating a Video Node
  • Setting the Video Node’s Visual Properties
  • Controlling Video Playback
View
  • Presenting Scenes
  • Configuring How a Scene Is Rendered
  • Pausing the Scene’s Simulation
  • Displaying Debugging Information
  • Converting Between View and Scene Coordinates
  • Obtaining Textures from Scene Content
Physics Contact Delegate (Protocol)
  • Responding to Contact Events
Scene Delegate (Protocol)
  • Handling Animation Events

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