I'm trying to make a game using SwiftUI and SpriteKit. And I want to be able to layout the game in a ZStack with the game layered over the background image. In order to do that, I need to make the background of the SKScene transparent. But when I do that, the nodes that I add to the SKScene no longer show up.
Here's the coding that I'm using:
import SwiftUI
import SpriteKit
import GameplayKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
view.allowsTransparency = true
self.backgroundColor = .clear
view.alpha = 0.0
view.isOpaque = true
view.backgroundColor = SKColor.clear.withAlphaComponent(0.0)
if let particles = SKEmitterNode(fileNamed: "Mud") {
particles.position.x = 512
addChild(particles)
}
}
}
struct ContentView: View {
var scene: SKScene {
let scene = GameScene()
scene.size = CGSize(width: 300, height: 400)
scene.scaleMode = .fill
return scene
}
var body: some View {
ZStack {
Image("road")
.resizable()
.aspectRatio(contentMode: /*@START_MENU_TOKEN@*/.fill/*@END_MENU_TOKEN@*/)
.ignoresSafeArea()
SpriteView(scene: scene)
.ignoresSafeArea()
.frame(minWidth: 0, maxWidth: .infinity, minHeight: 0, maxHeight: .infinity)
}
}
}
The background of the SKScene is transparent and I can see the image layered underneath it in the ZStack. But, everything else in the scene is also transparent so that I can't see the emitter effect at all.
How can I make just the background of the SKScene transparent?
Finally solved using custom SpriteView. The code below makes the spritekit view actually have a transparent background. The problem seems to be the swiftUI's declarative nature means you're always using their SpriteView (which has a black background). The SKScene is really the only thing being passed into SwiftUI.
I think this explains why the view settings don't have an effect as with UIKit.
The solution was to create a new SpriteView outside of the body struct, and then use it in the body struct in place of standard SpriteView(scene:scene). This allows setting the SpriteView.Options in the init() to finally set .allowsTransparency in the SwiftUI's some View that is presented.
See the code below:
// Created by Larry Mcdowell on 9/25/20.
//
import SwiftUI
import SpriteKit
import GameplayKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
// 1
self.backgroundColor = .clear
//2
view.allowsTransparency = true
if let particles = SKEmitterNode(fileNamed: "Mud"){
particles.position.x = 140
particles.position.y = 200
addChild(particles)
}
}
}
struct ContentView: View {
var mySpriteView:SpriteView
init(){
mySpriteView = SpriteView(scene: scene, transition: nil, isPaused: false, preferredFramesPerSecond: 60, options: [.allowsTransparency], shouldRender: {_ in return true})
}
let scene:GameScene = {
let scene = GameScene()
scene.size = CGSize(width: 300, height: 400)
scene.scaleMode = .fill
return scene
}()
var body: some View {
ZStack {
Image("road")
.resizable()
.aspectRatio(contentMode: .fill)
.ignoresSafeArea()
mySpriteView
.ignoresSafeArea()
.frame(minWidth: 0, maxWidth: .infinity, minHeight: 0, maxHeight: .infinity)
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
This was a fun project for a rainy day!!
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With