I'm trying to make a node scale down to a small size, move down, and then once all that happens animate it repeatedly (at the same scaled down size with a different texture).
Here is my method that scales the node down and moves it. That part is working correctly. However once it finishes doing that I need to change the sprites texture and animate it.
- (void)shrinkAndMoveToPosition:(CGPoint)position {
SKAction *move = [SKAction moveTo:position duration:.5];
SKAction *scale = [SKAction scaleTo:.3 duration:.5];
SKAction *moveAndScale = [SKAction group:@[move, scale]];
[self runAction:moveAndScale completion:^{
NSArray *textures = @[[SKTexture textureWithImageNamed:@"ship-small_01"],
[SKTexture textureWithImageNamed:@"ship-small_02"],
[SKTexture textureWithImageNamed:@"ship-small_03"],
[SKTexture textureWithImageNamed:@"ship-small_04"]];
SKAction *animate = [SKAction animateWithTextures:textures timePerFrame:0.5];
[self runAction:[SKAction repeatActionForever:animate]];
}];
}
The problem is that whenever my completion block runs the sprite jumps back up to the size of the texture. How can I maintain my scaled down size?
I just needed to call a different animate method and pass in YES to the resize parameter:
SKAction *animate = [SKAction animateWithTextures:textures timePerFrame:0.5 resize:YES restore:NO];