Try this:
INIT CLASS
-(id)init {
self = [super init];
if (self) {
SKTextureAtlas *atlas = [SKTextureAtlas atlasNamed:@"shield.atlas"];
NSMutableArray *images=[NSMutableArray arrayWithCapacity:8];
for (int i=1; i<=8; i++) {
NSString *fileName=[NSString stringWithFormat:@"shield%d.png",i];
SKTexture *tempTexture=[atlas textureNamed:fileName];
[images addObject:tempTexture];
}
NSUInteger numberOfFrames = [images count];
SKAction *animate = [SKAction animateWithTextures:images timePerFrame:1.0f/numberOfFrames resize:YES restore:NO];
SKAction *forever = [SKAction repeatActionForever:animate];
[self runAction:forever];
}
return self;
}
Add this node to your scene. The result is nothing is rendered. Notice that I am not even enabling the effects yet.
why?
SKEffectNode
is not a SKSpriteNode
, so you cannot utilize SKSpriteNode
's methods. What you can do is create a SKSpriteNode
property that utilizes your animation and add that as a child of your SKEffectNode
.