spritekit

package
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Published: Jun 25, 2026 License: MIT Imports: 16 Imported by: 0

Documentation

Rendered for darwin/amd64

Overview

Package spritekit provides purego-based Go bindings for the macOS SpriteKit framework.

Apple documentation: https://developer.apple.com/documentation/spritekit

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func SKTextureAtlasPreloadTextureAtlasesNamedWithCompletionHandler

func SKTextureAtlasPreloadTextureAtlasesNamedWithCompletionHandler(atlasNames *foundation.NSArray[*foundation.NSString], completionHandler func(unsafe.Pointer, *foundation.NSArray[*SKTextureAtlas]))

Loads the textures of multiple atlases into memory, calling a completion handler after the task completes.

func SKTextureAtlasPreloadTextureAtlasesWithCompletionHandler

func SKTextureAtlasPreloadTextureAtlasesWithCompletionHandler(textureAtlases *foundation.NSArray[*SKTextureAtlas], completionHandler func())

Loads the textures of multiple atlas objects into memory, calling a completion handler after the task completes.

func SKTexturePreloadTexturesWithCompletionHandler

func SKTexturePreloadTexturesWithCompletionHandler(textures *foundation.NSArray[*SKTexture], completionHandler func())

Load the data of multiple textures into memory.

Types

type Acl_entry_id_t

type Acl_entry_id_t int64
const (
	ACL_FIRST_ENTRY Acl_entry_id_t = 0
	ACL_NEXT_ENTRY  Acl_entry_id_t = -1
	ACL_LAST_ENTRY  Acl_entry_id_t = -2
)

func (Acl_entry_id_t) String

func (e Acl_entry_id_t) String() string

type Acl_flag_t

type Acl_flag_t int64
const (
	ACL_FLAG_DEFER_INHERIT      Acl_flag_t = 1
	ACL_FLAG_NO_INHERIT         Acl_flag_t = 131072
	ACL_ENTRY_INHERITED         Acl_flag_t = 16
	ACL_ENTRY_FILE_INHERIT      Acl_flag_t = 32
	ACL_ENTRY_DIRECTORY_INHERIT Acl_flag_t = 64
	ACL_ENTRY_LIMIT_INHERIT     Acl_flag_t = 128
	ACL_ENTRY_ONLY_INHERIT      Acl_flag_t = 256
)

func (Acl_flag_t) String

func (e Acl_flag_t) String() string

type Acl_perm_t

type Acl_perm_t int64
const (
	ACL_READ_DATA           Acl_perm_t = 2
	ACL_LIST_DIRECTORY      Acl_perm_t = 2
	ACL_WRITE_DATA          Acl_perm_t = 4
	ACL_ADD_FILE            Acl_perm_t = 4
	ACL_EXECUTE             Acl_perm_t = 8
	ACL_SEARCH              Acl_perm_t = 8
	ACL_DELETE              Acl_perm_t = 16
	ACL_APPEND_DATA         Acl_perm_t = 32
	ACL_ADD_SUBDIRECTORY    Acl_perm_t = 32
	ACL_DELETE_CHILD        Acl_perm_t = 64
	ACL_READ_ATTRIBUTES     Acl_perm_t = 128
	ACL_WRITE_ATTRIBUTES    Acl_perm_t = 256
	ACL_READ_EXTATTRIBUTES  Acl_perm_t = 512
	ACL_WRITE_EXTATTRIBUTES Acl_perm_t = 1024
	ACL_READ_SECURITY       Acl_perm_t = 2048
	ACL_WRITE_SECURITY      Acl_perm_t = 4096
	ACL_CHANGE_OWNER        Acl_perm_t = 8192
	ACL_SYNCHRONIZE         Acl_perm_t = 1048576
)

func (Acl_perm_t) String

func (e Acl_perm_t) String() string

type Acl_tag_t

type Acl_tag_t int64
const (
	ACL_UNDEFINED_TAG  Acl_tag_t = 0
	ACL_EXTENDED_ALLOW Acl_tag_t = 1
	ACL_EXTENDED_DENY  Acl_tag_t = 2
)

func (Acl_tag_t) String

func (e Acl_tag_t) String() string

type Acl_type_t

type Acl_type_t int64
const (
	ACL_TYPE_EXTENDED Acl_type_t = 256
	ACL_TYPE_ACCESS   Acl_type_t = 0
	ACL_TYPE_DEFAULT  Acl_type_t = 1
	ACL_TYPE_AFS      Acl_type_t = 2
	ACL_TYPE_CODA     Acl_type_t = 3
	ACL_TYPE_NTFS     Acl_type_t = 4
	ACL_TYPE_NWFS     Acl_type_t = 5
)

func (Acl_type_t) String

func (e Acl_type_t) String() string

type CGLCPContextPriorityRequest

type CGLCPContextPriorityRequest int64
const (
	KCGLCPContextPriorityRequestHigh   CGLCPContextPriorityRequest = 0
	KCGLCPContextPriorityRequestNormal CGLCPContextPriorityRequest = 1
	KCGLCPContextPriorityRequestLow    CGLCPContextPriorityRequest = 2
)

func (CGLCPContextPriorityRequest) String

type Clockid_t

type Clockid_t int64

func (Clockid_t) String

func (e Clockid_t) String() string

type Dispatch_autorelease_frequency_t

type Dispatch_autorelease_frequency_t uint64
const (
	DISPATCH_AUTORELEASE_FREQUENCY_INHERIT   Dispatch_autorelease_frequency_t = 0
	DISPATCH_AUTORELEASE_FREQUENCY_WORK_ITEM Dispatch_autorelease_frequency_t = 1
	DISPATCH_AUTORELEASE_FREQUENCY_NEVER     Dispatch_autorelease_frequency_t = 2
)

func (Dispatch_autorelease_frequency_t) String

type Dispatch_block_flags_t

type Dispatch_block_flags_t uint64
const (
	DISPATCH_BLOCK_BARRIER           Dispatch_block_flags_t = 1
	DISPATCH_BLOCK_DETACHED          Dispatch_block_flags_t = 2
	DISPATCH_BLOCK_ASSIGN_CURRENT    Dispatch_block_flags_t = 4
	DISPATCH_BLOCK_NO_QOS_CLASS      Dispatch_block_flags_t = 8
	DISPATCH_BLOCK_INHERIT_QOS_CLASS Dispatch_block_flags_t = 16
	DISPATCH_BLOCK_ENFORCE_QOS_CLASS Dispatch_block_flags_t = 32
)

func (Dispatch_block_flags_t) String

func (e Dispatch_block_flags_t) String() string

type EvCmd

type EvCmd int64
const (
	EVNOP   EvCmd = 0
	EVHIDE  EvCmd = 1
	EVSHOW  EvCmd = 2
	EVMOVE  EvCmd = 3
	EVLEVEL EvCmd = 4
)

func (EvCmd) String

func (e EvCmd) String() string

type Filesec_property_t

type Filesec_property_t int64
const (
	FILESEC_OWNER         Filesec_property_t = 1
	FILESEC_GROUP         Filesec_property_t = 2
	FILESEC_UUID          Filesec_property_t = 3
	FILESEC_MODE          Filesec_property_t = 4
	FILESEC_ACL           Filesec_property_t = 5
	FILESEC_GRPUUID       Filesec_property_t = 6
	FILESEC_ACL_RAW       Filesec_property_t = 100
	FILESEC_ACL_ALLOCSIZE Filesec_property_t = 101
)

func (Filesec_property_t) String

func (e Filesec_property_t) String() string

type Idtype_t

type Idtype_t int64
const (
	P_ALL  Idtype_t = 0
	P_PID  Idtype_t = 1
	P_PGID Idtype_t = 2
)

func (Idtype_t) String

func (e Idtype_t) String() string

type Ipc_info_object_type_t

type Ipc_info_object_type_t int64
const (
	IPC_OTYPE_NONE                 Ipc_info_object_type_t = 0
	IPC_OTYPE_THREAD_CONTROL       Ipc_info_object_type_t = 1
	IPC_OTYPE_TASK_CONTROL         Ipc_info_object_type_t = 2
	IPC_OTYPE_HOST                 Ipc_info_object_type_t = 3
	IPC_OTYPE_HOST_PRIV            Ipc_info_object_type_t = 4
	IPC_OTYPE_PROCESSOR            Ipc_info_object_type_t = 5
	IPC_OTYPE_PROCESSOR_SET        Ipc_info_object_type_t = 6
	IPC_OTYPE_PROCESSOR_SET_NAME   Ipc_info_object_type_t = 7
	IPC_OTYPE_TIMER                Ipc_info_object_type_t = 8
	IPC_OTYPE_PORT_SUBST_ONCE      Ipc_info_object_type_t = 9
	IPC_OTYPE_MIG                  Ipc_info_object_type_t = 10
	IPC_OTYPE_MEMORY_OBJECT        Ipc_info_object_type_t = 11
	IPC_OTYPE_XMM_PAGER            Ipc_info_object_type_t = 12
	IPC_OTYPE_XMM_KERNEL           Ipc_info_object_type_t = 13
	IPC_OTYPE_XMM_REPLY            Ipc_info_object_type_t = 14
	IPC_OTYPE_UND_REPLY            Ipc_info_object_type_t = 15
	IPC_OTYPE_HOST_NOTIFY          Ipc_info_object_type_t = 16
	IPC_OTYPE_HOST_SECURITY        Ipc_info_object_type_t = 17
	IPC_OTYPE_LEDGER               Ipc_info_object_type_t = 18
	IPC_OTYPE_MAIN_DEVICE          Ipc_info_object_type_t = 19
	IPC_OTYPE_TASK_NAME            Ipc_info_object_type_t = 20
	IPC_OTYPE_SUBSYSTEM            Ipc_info_object_type_t = 21
	IPC_OTYPE_IO_DONE_QUEUE        Ipc_info_object_type_t = 22
	IPC_OTYPE_SEMAPHORE            Ipc_info_object_type_t = 23
	IPC_OTYPE_LOCK_SET             Ipc_info_object_type_t = 24
	IPC_OTYPE_CLOCK                Ipc_info_object_type_t = 25
	IPC_OTYPE_CLOCK_CTRL           Ipc_info_object_type_t = 26
	IPC_OTYPE_IOKIT_IDENT          Ipc_info_object_type_t = 27
	IPC_OTYPE_NAMED_ENTRY          Ipc_info_object_type_t = 28
	IPC_OTYPE_IOKIT_CONNECT        Ipc_info_object_type_t = 29
	IPC_OTYPE_IOKIT_OBJECT         Ipc_info_object_type_t = 30
	IPC_OTYPE_UPL                  Ipc_info_object_type_t = 31
	IPC_OTYPE_MEM_OBJ_CONTROL      Ipc_info_object_type_t = 32
	IPC_OTYPE_AU_SESSIONPORT       Ipc_info_object_type_t = 33
	IPC_OTYPE_FILEPORT             Ipc_info_object_type_t = 34
	IPC_OTYPE_LABELH               Ipc_info_object_type_t = 35
	IPC_OTYPE_TASK_RESUME          Ipc_info_object_type_t = 36
	IPC_OTYPE_VOUCHER              Ipc_info_object_type_t = 37
	IPC_OTYPE_VOUCHER_ATTR_CONTROL Ipc_info_object_type_t = 38
	IPC_OTYPE_WORK_INTERVAL        Ipc_info_object_type_t = 39
	IPC_OTYPE_UX_HANDLER           Ipc_info_object_type_t = 40
	IPC_OTYPE_UEXT_OBJECT          Ipc_info_object_type_t = 41
	IPC_OTYPE_ARCADE_REG           Ipc_info_object_type_t = 42
	IPC_OTYPE_EVENTLINK            Ipc_info_object_type_t = 43
	IPC_OTYPE_TASK_INSPECT         Ipc_info_object_type_t = 44
	IPC_OTYPE_TASK_READ            Ipc_info_object_type_t = 45
	IPC_OTYPE_THREAD_INSPECT       Ipc_info_object_type_t = 46
	IPC_OTYPE_THREAD_READ          Ipc_info_object_type_t = 47
	IPC_OTYPE_SUID_CRED            Ipc_info_object_type_t = 48
	IPC_OTYPE_HYPERVISOR           Ipc_info_object_type_t = 49
	IPC_OTYPE_TASK_ID_TOKEN        Ipc_info_object_type_t = 50
	IPC_OTYPE_TASK_FATAL           Ipc_info_object_type_t = 51
	IPC_OTYPE_KCDATA               Ipc_info_object_type_t = 52
	IPC_OTYPE_EXCLAVES_RESOURCE    Ipc_info_object_type_t = 53
	IPC_OTYPE_THREAD_RESUME        Ipc_info_object_type_t = 54
	IPC_OTYPE_UNKNOWN              Ipc_info_object_type_t = 4294967295
)

func (Ipc_info_object_type_t) String

func (e Ipc_info_object_type_t) String() string

type Launch_data_type_t

type Launch_data_type_t int64
const (
	LAUNCH_DATA_DICTIONARY Launch_data_type_t = 1
	LAUNCH_DATA_ARRAY      Launch_data_type_t = 2
	LAUNCH_DATA_FD         Launch_data_type_t = 3
	LAUNCH_DATA_INTEGER    Launch_data_type_t = 4
	LAUNCH_DATA_REAL       Launch_data_type_t = 5
	LAUNCH_DATA_BOOL       Launch_data_type_t = 6
	LAUNCH_DATA_STRING     Launch_data_type_t = 7
	LAUNCH_DATA_OPAQUE     Launch_data_type_t = 8
	LAUNCH_DATA_ERRNO      Launch_data_type_t = 9
	LAUNCH_DATA_MACHPORT   Launch_data_type_t = 10
)

func (Launch_data_type_t) String

func (e Launch_data_type_t) String() string

type MDLabelDomain

type MDLabelDomain int64

@typedef MDLabelDomain @abstract These constants are used to specify a domain to MDLabelCreate().

const (
	KMDLabelUserDomain  MDLabelDomain = 0
	KMDLabelLocalDomain MDLabelDomain = 1
)

func (MDLabelDomain) String

func (e MDLabelDomain) String() string

type MDQueryOptionFlags

type MDQueryOptionFlags int64
const (
	KMDQuerySynchronous        MDQueryOptionFlags = 1
	KMDQueryWantsUpdates       MDQueryOptionFlags = 4
	KMDQueryAllowFSTranslation MDQueryOptionFlags = 8
)

func (MDQueryOptionFlags) String

func (e MDQueryOptionFlags) String() string

type MDQuerySortOptionFlags

type MDQuerySortOptionFlags int64

@enum MDQuerySortOptionFlags @constant kMDQueryReverseSortOrderFlag Sort the attribute in reverse order.

const (
	KMDQueryReverseSortOrderFlag MDQuerySortOptionFlags = 1
)

func (MDQuerySortOptionFlags) String

func (e MDQuerySortOptionFlags) String() string

type Mach_vm_range_flags_t

type Mach_vm_range_flags_t int64
const (
	MACH_VM_RANGE_NONE Mach_vm_range_flags_t = 0
)

func (Mach_vm_range_flags_t) String

func (e Mach_vm_range_flags_t) String() string

type Mach_vm_range_flavor_t

type Mach_vm_range_flavor_t int64
const (
	MACH_VM_RANGE_FLAVOR_INVALID Mach_vm_range_flavor_t = 0
	MACH_VM_RANGE_FLAVOR_V1      Mach_vm_range_flavor_t = 1
)

func (Mach_vm_range_flavor_t) String

func (e Mach_vm_range_flavor_t) String() string

type Mach_vm_range_tag_t

type Mach_vm_range_tag_t int64
const (
	MACH_VM_RANGE_DEFAULT Mach_vm_range_tag_t = 0
	MACH_VM_RANGE_DATA    Mach_vm_range_tag_t = 1
	MACH_VM_RANGE_FIXED   Mach_vm_range_tag_t = 2
)

func (Mach_vm_range_tag_t) String

func (e Mach_vm_range_tag_t) String() string

type Mpo_flags_t

type Mpo_flags_t int64
const (
	MPO_PORT                            Mpo_flags_t = 0
	MPO_SERVICE_PORT                    Mpo_flags_t = 1024
	MPO_CONNECTION_PORT                 Mpo_flags_t = 2048
	MPO_REPLY_PORT                      Mpo_flags_t = 4096
	MPO_WEAK_REPLY_PORT                 Mpo_flags_t = 16384
	MPO_NOTIFICATION_PORT               Mpo_flags_t = 17408
	MPO_EXCEPTION_PORT                  Mpo_flags_t = 32768
	MPO_CONNECTION_PORT_WITH_PORT_ARRAY Mpo_flags_t = 65536
)

func (Mpo_flags_t) String

func (e Mpo_flags_t) String() string

type NXMouseButton

type NXMouseButton int64
const (
	NX_OneButton   NXMouseButton = 0
	NX_LeftButton  NXMouseButton = 1
	NX_RightButton NXMouseButton = 2
)

func (NXMouseButton) String

func (e NXMouseButton) String() string

type Os_clockid_t

type Os_clockid_t int64
const (
	OS_CLOCK_MACH_ABSOLUTE_TIME Os_clockid_t = 32
)

func (Os_clockid_t) String

func (e Os_clockid_t) String() string

type Os_unfair_lock_flags_t

type Os_unfair_lock_flags_t int64
const (
	OS_UNFAIR_LOCK_FLAG_NONE          Os_unfair_lock_flags_t = 0
	OS_UNFAIR_LOCK_FLAG_ADAPTIVE_SPIN Os_unfair_lock_flags_t = 262144
)

func (Os_unfair_lock_flags_t) String

func (e Os_unfair_lock_flags_t) String() string

type PMPageToPaperMappingType

type PMPageToPaperMappingType int64
const (
	KPMPageToPaperMappingNone       PMPageToPaperMappingType = 1
	KPMPageToPaperMappingScaleToFit PMPageToPaperMappingType = 2
)

func (PMPageToPaperMappingType) String

func (e PMPageToPaperMappingType) String() string

type Ptrauth_key

type Ptrauth_key int64
const (
	Ptrauth_key_none                     Ptrauth_key = -1
	Ptrauth_key_asia                     Ptrauth_key = 0
	Ptrauth_key_asib                     Ptrauth_key = 1
	Ptrauth_key_asda                     Ptrauth_key = 2
	Ptrauth_key_asdb                     Ptrauth_key = 3
	Ptrauth_key_process_independent_code Ptrauth_key = 0
	Ptrauth_key_process_dependent_code   Ptrauth_key = 1
	Ptrauth_key_process_independent_data Ptrauth_key = 2
	Ptrauth_key_process_dependent_data   Ptrauth_key = 3
	Ptrauth_key_return_address           Ptrauth_key = 1
	Ptrauth_key_frame_pointer            Ptrauth_key = 3
	Ptrauth_key_function_pointer         Ptrauth_key = 0
	Ptrauth_key_block_function           Ptrauth_key = 0
	Ptrauth_key_cxx_vtable_pointer       Ptrauth_key = 2
	Ptrauth_key_method_list_pointer      Ptrauth_key = 2
	Ptrauth_key_objc_isa_pointer         Ptrauth_key = 2
	Ptrauth_key_objc_super_pointer       Ptrauth_key = 2
	Ptrauth_key_objc_sel_pointer         Ptrauth_key = 3
	Ptrauth_key_objc_class_ro_pointer    Ptrauth_key = 2
	Ptrauth_key_block_descriptor_pointer Ptrauth_key = 2
	Ptrauth_key_init_fini_pointer        Ptrauth_key = 0
)

func (Ptrauth_key) String

func (e Ptrauth_key) String() string

type Qos_class_t

type Qos_class_t uint32
const (
	QOS_CLASS_USER_INTERACTIVE Qos_class_t = 33
	QOS_CLASS_USER_INITIATED   Qos_class_t = 25
	QOS_CLASS_DEFAULT          Qos_class_t = 21
	QOS_CLASS_UTILITY          Qos_class_t = 17
	QOS_CLASS_BACKGROUND       Qos_class_t = 9
	QOS_CLASS_UNSPECIFIED      Qos_class_t = 0
)

func (Qos_class_t) String

func (e Qos_class_t) String() string

type SK3DNode

type SK3DNode struct {
	SKNode
}

3D SceneKit content drawn as a flattened sprite.

Apple documentation: https://developer.apple.com/documentation/spritekit/sk3dnode

func SK3DNodeFromID

func SK3DNodeFromID(id objc.ID) *SK3DNode

func SK3DNodeNodeWithViewportSize

func SK3DNodeNodeWithViewportSize(viewportSize corefoundation.CGSize) *SK3DNode

Creates and initializes a new 3D node.

func (*SK3DNode) AutoenablesDefaultLighting

func (o *SK3DNode) AutoenablesDefaultLighting() bool

@property autoenablesDefaultLighting @abstract Specifies whether the receiver should automatically light up scenes that have no light source. The default is NO. @discussion When enabled, a diffuse light is automatically added and placed while rendering scenes that have no light or only ambient lights.

func (*SK3DNode) HitTestOptions

Searches the Scene Kit scene for objects corresponding to a point in the rendered image.

func (*SK3DNode) InitWithCoder

func (o *SK3DNode) InitWithCoder(aDecoder *foundation.NSCoder) *SK3DNode

Tells you when to initialize a 3D node that has been unarchived.

func (*SK3DNode) InitWithViewportSize

func (o *SK3DNode) InitWithViewportSize(viewportSize corefoundation.CGSize) *SK3DNode

Initializes a new 3D node.

func (*SK3DNode) IsPlaying

func (o *SK3DNode) IsPlaying() bool

@property playing @abstract Returns YES if the scene is playing, NO otherwise.

func (*SK3DNode) Loops

func (o *SK3DNode) Loops() bool

@property loops @abstract Indicates whether the receiver restarts playback when it reaches the end of its content. Default: YES. @discussion YES when the receiver restarts playback when it finishes, NO otherwise.

func (*SK3DNode) PointOfView

func (o *SK3DNode) PointOfView() *scenekit.SCNNode

@property pointOfView @abstract Specifies the point of view used to render the scene. @discussion A point of view must have either a camera or a spot light attached.

func (*SK3DNode) ProjectPoint

func (o *SK3DNode) ProjectPoint(point unsafe.Pointer) unsafe.Pointer

Projects a point from the 3D world coordinate system of the SceneKit scene to the 2D viewport coordinate system of the SpriteKit node.

func (*SK3DNode) SceneTime

func (o *SK3DNode) SceneTime() float64

@property sceneTime @abstract Specifies the current time to display the scene.

func (*SK3DNode) ScnScene

func (o *SK3DNode) ScnScene() *scenekit.SCNScene

A SceneKit scene

func (*SK3DNode) SetAutoenablesDefaultLighting

func (o *SK3DNode) SetAutoenablesDefaultLighting(autoenablesDefaultLighting bool)

func (*SK3DNode) SetLoops

func (o *SK3DNode) SetLoops(loops bool)

func (*SK3DNode) SetPlaying

func (o *SK3DNode) SetPlaying(playing bool)

func (*SK3DNode) SetPointOfView

func (o *SK3DNode) SetPointOfView(pointOfView *scenekit.SCNNode)

func (*SK3DNode) SetSceneTime

func (o *SK3DNode) SetSceneTime(sceneTime float64)

func (*SK3DNode) SetScnScene

func (o *SK3DNode) SetScnScene(scnScene *scenekit.SCNScene)

func (*SK3DNode) SetViewportSize

func (o *SK3DNode) SetViewportSize(viewportSize corefoundation.CGSize)

func (*SK3DNode) UnprojectPoint

func (o *SK3DNode) UnprojectPoint(point unsafe.Pointer) unsafe.Pointer

Unprojects a point from the SpriteKit node’s 2D viewport coordinate system to the 3D world coordinate system of the SceneKit scene.

func (*SK3DNode) ViewportSize

func (o *SK3DNode) ViewportSize() corefoundation.CGSize

The viewport size that the 3D content will be rendered with

type SKAction

type SKAction struct {
	foundation.NSObject
}

An object that is run by a node to change its structure or content.

Apple documentation: https://developer.apple.com/documentation/spritekit/skaction

func SKActionActionNamed

func SKActionActionNamed(name *foundation.NSString) *SKAction

Creates an action of the given name from an action file. @param name The name of the action

func SKActionActionNamedDuration

func SKActionActionNamedDuration(name *foundation.NSString, duration float64) *SKAction

Creates an action of the given name from an action file with a new duration. @param name The name of the action @param duration The duration of the action

func SKActionActionNamedFromURL

func SKActionActionNamedFromURL(name *foundation.NSString, url *foundation.NSURL) *SKAction

Creates an action of the given name from an action file.

func SKActionActionNamedFromURLDuration

func SKActionActionNamedFromURLDuration(name *foundation.NSString, url *foundation.NSURL, duration float64) *SKAction

Creates an action of the given name from an action file with a new duration.

func SKActionAnimateWithNormalTexturesTimePerFrame

func SKActionAnimateWithNormalTexturesTimePerFrame(textures *foundation.NSArray[*SKTexture], sec float64) *SKAction

func SKActionAnimateWithNormalTexturesTimePerFrameResizeRestore

func SKActionAnimateWithNormalTexturesTimePerFrameResizeRestore(textures *foundation.NSArray[*SKTexture], sec float64, resize bool, restore bool) *SKAction

func SKActionAnimateWithTexturesTimePerFrame

func SKActionAnimateWithTexturesTimePerFrame(textures *foundation.NSArray[*SKTexture], sec float64) *SKAction

Creates an action that animates changes to a sprite’s texture @param textures An array of textures to use when animating a sprite @param sec The amount of time that each texture is displayed

func SKActionAnimateWithTexturesTimePerFrameResizeRestore

func SKActionAnimateWithTexturesTimePerFrameResizeRestore(textures *foundation.NSArray[*SKTexture], sec float64, resize bool, restore bool) *SKAction

Creates an action that animates changes to a sprite’s texture @param textures An array of textures to use when animating a sprite @param sec The amount of time that each texture is displayed @param resize If YES, the sprite is resized to match each new texture. If NO, the size of the sprite remains at a constant size. @param restore If YES, When the action completes, the sprite’s texture is restored to the texture it had before the action completed. (If the resize parameter is YES, the sprite is resized to match the size of the original texture. If NO, when the action completes the sprite’s texture remains set to the final texture in the array.

func SKActionAnimateWithWarpsTimes

func SKActionAnimateWithWarpsTimes(warps *foundation.NSArray[*SKWarpGeometry], times *foundation.NSArray[*foundation.NSNumber]) *SKAction

func SKActionAnimateWithWarpsTimesRestore

func SKActionAnimateWithWarpsTimesRestore(warps *foundation.NSArray[*SKWarpGeometry], times *foundation.NSArray[*foundation.NSNumber], restore bool) *SKAction

func SKActionApplyAngularImpulseDuration

func SKActionApplyAngularImpulseDuration(impulse float64, duration float64) *SKAction

func SKActionApplyForceAtPointDuration

func SKActionApplyForceAtPointDuration(force corefoundation.CGVector, point corefoundation.CGPoint, duration float64) *SKAction

func SKActionApplyForceDuration

func SKActionApplyForceDuration(force corefoundation.CGVector, duration float64) *SKAction

func SKActionApplyImpulseAtPointDuration

func SKActionApplyImpulseAtPointDuration(impulse corefoundation.CGVector, point corefoundation.CGPoint, duration float64) *SKAction

func SKActionApplyImpulseDuration

func SKActionApplyImpulseDuration(impulse corefoundation.CGVector, duration float64) *SKAction

func SKActionApplyTorqueDuration

func SKActionApplyTorqueDuration(torque float64, duration float64) *SKAction

func SKActionChangeChargeByDuration

func SKActionChangeChargeByDuration(v float32, duration float64) *SKAction

func SKActionChangeChargeToDuration

func SKActionChangeChargeToDuration(v float32, duration float64) *SKAction

func SKActionChangeMassByDuration

func SKActionChangeMassByDuration(v float32, duration float64) *SKAction

func SKActionChangeMassToDuration

func SKActionChangeMassToDuration(v float32, duration float64) *SKAction

func SKActionChangeObstructionByDuration

func SKActionChangeObstructionByDuration(v float32, duration float64) *SKAction

func SKActionChangeObstructionToDuration

func SKActionChangeObstructionToDuration(v float32, duration float64) *SKAction

func SKActionChangeOcclusionByDuration

func SKActionChangeOcclusionByDuration(v float32, duration float64) *SKAction

func SKActionChangeOcclusionToDuration

func SKActionChangeOcclusionToDuration(v float32, duration float64) *SKAction

func SKActionChangePlaybackRateByDuration

func SKActionChangePlaybackRateByDuration(v float32, duration float64) *SKAction

func SKActionChangePlaybackRateToDuration

func SKActionChangePlaybackRateToDuration(v float32, duration float64) *SKAction

func SKActionChangeReverbByDuration

func SKActionChangeReverbByDuration(v float32, duration float64) *SKAction

func SKActionChangeReverbToDuration

func SKActionChangeReverbToDuration(v float32, duration float64) *SKAction

func SKActionChangeVolumeByDuration

func SKActionChangeVolumeByDuration(v float32, duration float64) *SKAction

func SKActionChangeVolumeToDuration

func SKActionChangeVolumeToDuration(v float32, duration float64) *SKAction

func SKActionColorizeWithColorBlendFactorDuration

func SKActionColorizeWithColorBlendFactorDuration(colorBlendFactor float64, sec float64) *SKAction

func SKActionColorizeWithColorColorBlendFactorDuration

func SKActionColorizeWithColorColorBlendFactorDuration(color *appkit.NSColor, colorBlendFactor float64, duration float64) *SKAction

Creates an animation that animates a sprite’s color and blend factor @param color The new color for the sprite @param colorBlendFactor The new blend factor for the sprite @param duration The duration of the animation, in seconds

func SKActionCustomActionWithDurationActionBlock

func SKActionCustomActionWithDurationActionBlock(duration float64, block func(*SKNode, float64)) *SKAction

Creates an action that executes a block over a duration @param duration The duration of the animation, in seconds @param block The block to run. The block takes the following parameters: node The node on which the action is running. elapsedTime The amount of time that has passed in the animation.

func SKActionFadeAlphaByDuration

func SKActionFadeAlphaByDuration(factor float64, duration float64) *SKAction

Creates an action that adjusts the alpha value of a node by a relative value @param factor The amount to modify the node’s alpha value @param duration The duration of the animation, in seconds

func SKActionFadeAlphaToDuration

func SKActionFadeAlphaToDuration(alpha float64, duration float64) *SKAction

Creates an action that adjusts the alpha value of a node to a new value @param alpha The new value of the node’s alpha @param duration The duration of the animation, in seconds

func SKActionFadeInWithDuration

func SKActionFadeInWithDuration(duration float64) *SKAction

Creates an action that changes the alpha value of the node to 1.0 @param duration The duration of the animation, in seconds

func SKActionFadeOutWithDuration

func SKActionFadeOutWithDuration(duration float64) *SKAction

Creates an action that changes the alpha value of the node to 0.0 @param duration The duration of the animation, in seconds

func SKActionFalloffByDuration

func SKActionFalloffByDuration(falloff float32, duration float64) *SKAction

Creates an action that sets the falloff of a field @param falloff The value to modify falloff by @param duration The duration of the animation, in seconds @see SKFieldNode

func SKActionFalloffToDuration

func SKActionFalloffToDuration(falloff float32, duration float64) *SKAction

Creates an action that sets the falloff of a field @param falloff The new value for falloff @param duration The duration of the animation, in seconds @see SKFieldNode

func SKActionFollowPathAsOffsetOrientToPathDuration

func SKActionFollowPathAsOffsetOrientToPathDuration(path unsafe.Pointer, offset bool, orient bool, duration float64) *SKAction

Creates an action that moves the node along a path @param path A Core Graphics path whose coordinates are relative to the node’s current position @param offset If YES, the points in the path are relative offsets to the node’s starting position. If NO, the points in the node are absolute coordinate values. @param orient If YES, the node’s zRotation property animates so that the node turns to follow the path. If NO, the zRotation property of the node is unchanged. @param duration The duration of the animation

func SKActionFollowPathAsOffsetOrientToPathSpeed

func SKActionFollowPathAsOffsetOrientToPathSpeed(path unsafe.Pointer, offset bool, orient bool, speed float64) *SKAction

func SKActionFollowPathDuration

func SKActionFollowPathDuration(path unsafe.Pointer, duration float64) *SKAction

Creates an action that moves the node along a relative path, orienting the node to the path @param path A Core Graphics path whose coordinates are relative to the node’s current position @param duration The duration of the animation, in seconds

func SKActionFollowPathSpeed

func SKActionFollowPathSpeed(path unsafe.Pointer, speed float64) *SKAction

Creates an action that moves the node along a relative path, orienting the node to the path @param path A Core Graphics path whose coordinates are relative to the node’s current position @param speed The speed in pixels per second to move along the path

func SKActionFromID

func SKActionFromID(id objc.ID) *SKAction

func SKActionGroup

func SKActionGroup(actions *foundation.NSArray[*SKAction]) *SKAction

Creates an action that runs a collection of actions concurrently @param actions An array of SKAction objects @discussion When the action executes, the actions that comprise the group all start immediately and run in parallel. The duration of the group action is the longest duration among the collection of actions. If an action in the group has a duration less than the group’s duration, the action completes, then idles until the group completes the remaining actions. This matters most when creating a repeating action that repeats a group.

func SKActionHide

func SKActionHide() *SKAction

Creates an action that hides a node

func SKActionMoveByDuration

func SKActionMoveByDuration(delta corefoundation.CGVector, duration float64) *SKAction

Creates an action that moves a node relative to its current position @param delta A vector that describes the change to apply to the node’s position @param duration The duration of the animation, in seconds

func SKActionMoveByXYDuration

func SKActionMoveByXYDuration(deltaX float64, deltaY float64, duration float64) *SKAction

func SKActionMoveToDuration

func SKActionMoveToDuration(location corefoundation.CGPoint, duration float64) *SKAction

Creates an action that moves a node to a new position @param location The coordinates for the node’s new position @param duration The duration of the animation, in seconds

func SKActionMoveToXDuration

func SKActionMoveToXDuration(x float64, duration float64) *SKAction

func SKActionMoveToYDuration

func SKActionMoveToYDuration(y float64, duration float64) *SKAction

func SKActionPause

func SKActionPause() *SKAction

func SKActionPerformSelectorOnTarget

func SKActionPerformSelectorOnTarget(selector objc.SEL, target objc.ID) *SKAction

Creates an action that calls a method on an object @param selector The selector of the method to call @param target The target object

func SKActionPlay

func SKActionPlay() *SKAction

func SKActionPlaySoundFileNamedWaitForCompletion

func SKActionPlaySoundFileNamedWaitForCompletion(soundFile *foundation.NSString, wait bool) *SKAction

Creates an action that plays a sound @param soundFile The name of a sound file in the app’s bundle @param wait If YES, then the duration of this action is the same as the length of the audio playback. If NO, the action is considered to have completed immediately. @discussion The file name must be the name or path of a file of a platform supported audio file format. Use a LinearPCM format audio file with 8 or 16 bits per channel for best performance

func SKActionReachToNodeRootNodeDuration

func SKActionReachToNodeRootNodeDuration(node *SKNode, root *SKNode, sec float64) *SKAction

Creates an action that performs an inverse kinematic reach. This action must be run on a descendent of the rootNode for animation to occur. Running this action on the rootNode itself will not cause any animation to occur. @param node The node to reach for @param root Where to start the inverse kinematic operation from @param sec The duration of the animation, in seconds

func SKActionReachToNodeRootNodeVelocity

func SKActionReachToNodeRootNodeVelocity(node *SKNode, root *SKNode, velocity float64) *SKAction

Creates an action that performs an inverse kinematic reach. This action must be run on a descendent of the rootNode for animation to occur. Running this action on the rootNode itself will not cause any animation to occur. @param node The node to reach for @param root Where to start the inverse kinematic operation from @param velocity The speed in points per second of the end node in the chain

func SKActionReachToRootNodeDuration

func SKActionReachToRootNodeDuration(position corefoundation.CGPoint, root *SKNode, duration float64) *SKAction

Creates an action that performs an inverse kinematic reach. This action must be run on a descendent of the rootNode for animation to occur. Running this action on the rootNode itself will not cause any animation to occur. @param position The position (in screen space) to reach for @param root Where to start the inverse kinematic operation from @param duration The duration of the animation, in seconds

func SKActionReachToRootNodeVelocity

func SKActionReachToRootNodeVelocity(position corefoundation.CGPoint, root *SKNode, velocity float64) *SKAction

Creates an action that performs an inverse kinematic reach. This action must be run on a descendent of the rootNode for animation to occur. Running this action on the rootNode itself will not cause any animation to occur. @param position The position (in screen space) to reach for @param root Where to start the inverse kinematic operation from @param velocity The speed in points per second of the end node in the chain

func SKActionRemoveFromParent

func SKActionRemoveFromParent() *SKAction

Creates an action that removes the node from its parent

func SKActionRepeatActionCount

func SKActionRepeatActionCount(action *SKAction, count uint) *SKAction

Creates an action that repeats another action a specified number of times @param action The action to execute @param count The number of times to execute the action

func SKActionRepeatActionForever

func SKActionRepeatActionForever(action *SKAction) *SKAction

Creates an action that repeats forever @param action The action to execute

func SKActionResizeByWidthHeightDuration

func SKActionResizeByWidthHeightDuration(width float64, height float64, duration float64) *SKAction

Creates an action that adjusts the size of a sprite @param width The amount to add to the sprite’s width @param height The amount to add to the sprite’s height @param duration The duration of the animation, in seconds

func SKActionResizeToHeightDuration

func SKActionResizeToHeightDuration(height float64, duration float64) *SKAction

func SKActionResizeToWidthDuration

func SKActionResizeToWidthDuration(width float64, duration float64) *SKAction

func SKActionResizeToWidthHeightDuration

func SKActionResizeToWidthHeightDuration(width float64, height float64, duration float64) *SKAction

Creates an action that changes the width and height of a sprite to a new absolute value @param width The new width of the sprite @param height The new height of the sprite @param duration The duration of the animation, in seconds

func SKActionRotateByAngleDuration

func SKActionRotateByAngleDuration(radians float64, duration float64) *SKAction

Creates an action that rotates the node by a relative value @param radians The amount to rotate the node, in radians @param duration The duration of the animation, in seconds

func SKActionRotateToAngleDuration

func SKActionRotateToAngleDuration(radians float64, duration float64) *SKAction

Creates an action that rotates the node counterclockwise to an absolute angle @param radians The angle to rotate the node to, in radians @param duration The duration of the animation

func SKActionRotateToAngleDurationShortestUnitArc

func SKActionRotateToAngleDurationShortestUnitArc(radians float64, duration float64, shortestUnitArc bool) *SKAction

Creates an action that rotates the node to an absolute value @param radians The angle to rotate the node to, in radians @param duration The duration of the animation, in seconds @param shortestUnitArc If YES, then the rotation is performed in whichever direction results in the smallest rotation. If NO, then the rotation is interpolated

func SKActionRunActionOnChildWithName

func SKActionRunActionOnChildWithName(action *SKAction, name *foundation.NSString) *SKAction

Creates an action that runs an action on a named child object @param action the action to run @param name the name of a child object @see SKNode.name

func SKActionRunBlock

func SKActionRunBlock(block func()) *SKAction

Creates an action that executes a block @param block The block to run

func SKActionRunBlockQueue

func SKActionRunBlockQueue(block func(), queue *foundation.NSObject) *SKAction

Creates an action that executes a block @param block The block to run @param queue The queue to perform the action on

func SKActionScaleByDuration

func SKActionScaleByDuration(scale float64, duration float64) *SKAction

Creates an action that changes the x and y scale values of a node by a relative value @param scale The amount to modify to the node’s x and y scale values @param duration The duration of the animation, in seconds

func SKActionScaleToDuration

func SKActionScaleToDuration(scale float64, duration float64) *SKAction

Creates an action that changes the x and y scale values of a node by a relative value @param scale The new value for the node’s x and y scale values @param duration The duration of the animation, in seconds

func SKActionScaleToSizeDuration

func SKActionScaleToSizeDuration(size corefoundation.CGSize, duration float64) *SKAction

Adjust the sprite's xScale & yScale to achieve the desired size (in parent's coordinate space) @param duration The duration of the animation, in seconds

func SKActionScaleXByYDuration

func SKActionScaleXByYDuration(xScale float64, yScale float64, duration float64) *SKAction

func SKActionScaleXToDuration

func SKActionScaleXToDuration(scale float64, duration float64) *SKAction

func SKActionScaleXToYDuration

func SKActionScaleXToYDuration(xScale float64, yScale float64, duration float64) *SKAction

func SKActionScaleYToDuration

func SKActionScaleYToDuration(scale float64, duration float64) *SKAction

func SKActionSequence

func SKActionSequence(actions *foundation.NSArray[*SKAction]) *SKAction

Creates an action that runs a collection of actions sequentially @param actions An array of SKAction objects @discussion When the action executes, the first action in the sequence starts and runs to completion. Subsequent actions in the sequence run in a similar fashion until all of the actions in the sequence have executed. The duration of the sequence action is the sum of the durations of the actions in the sequence. This action is reversible; it creates a new sequence action that reverses the order of the actions. Each action in the reversed sequence is itself reversed. For example, if an action sequence is {1,2,3}, the reversed sequence would be {3R,2R,1R}.

func SKActionSetNormalTexture

func SKActionSetNormalTexture(texture *SKTexture) *SKAction

func SKActionSetNormalTextureResize

func SKActionSetNormalTextureResize(texture *SKTexture, resize bool) *SKAction

func SKActionSetTexture

func SKActionSetTexture(texture *SKTexture) *SKAction

Creates an action that changes a sprite’s texture @param texture The new texture to use on the sprite

func SKActionSetTextureResize

func SKActionSetTextureResize(texture *SKTexture, resize bool) *SKAction

Creates an action that changes a sprite’s texture, possibly resizing the sprite @param texture The new texture to use on the sprite @param resize If YES, the sprite is resized to match the new texture. If NO, the size of the sprite is unchanged.

func SKActionSpeedByDuration

func SKActionSpeedByDuration(speed float64, duration float64) *SKAction

Creates an action that changes how fast the node executes actions by a relative value @param speed amount to modify the speed by @param duration The duration of the animation, in seconds

func SKActionSpeedToDuration

func SKActionSpeedToDuration(speed float64, duration float64) *SKAction

Creates an action that changes how fast the node executes actions @param speed The new value for the node’s speed @param duration The duration of the animation, in seconds

func SKActionStereoPanByDuration

func SKActionStereoPanByDuration(v float32, duration float64) *SKAction

func SKActionStereoPanToDuration

func SKActionStereoPanToDuration(v float32, duration float64) *SKAction

func SKActionStop

func SKActionStop() *SKAction

func SKActionStrengthByDuration

func SKActionStrengthByDuration(strength float32, duration float64) *SKAction

Creates an action that sets the strength of a field @param strength The value to modify strength by @param duration The duration of the animation, in seconds @see SKFieldNode

func SKActionStrengthToDuration

func SKActionStrengthToDuration(strength float32, duration float64) *SKAction

Creates an action that sets the strength of a field @param strength The new value for strength @param duration The duration of the animation, in seconds @see SKFieldNode

func SKActionUnhide

func SKActionUnhide() *SKAction

Creates an action that unhides a node

func SKActionWaitForDuration

func SKActionWaitForDuration(duration float64) *SKAction

Creates an action that idles for a specified period of time @param duration The duration of the idle, in seconds

func SKActionWaitForDurationWithRange

func SKActionWaitForDurationWithRange(duration float64, durationRange float64) *SKAction

Creates an action that idles for a randomized period of time @param duration The duration of the idle, in seconds @param durationRange The range of possible values for the duration

func SKActionWarpToDuration

func SKActionWarpToDuration(warp *SKWarpGeometry, duration float64) *SKAction

func (*SKAction) Duration

func (o *SKAction) Duration() float64

The duration required to complete an action, in seconds.

func (*SKAction) ReversedAction

func (o *SKAction) ReversedAction() *SKAction

Creates an action that reverses the behavior of another action @return This method always returns an action object; however, not all actions are reversible

func (*SKAction) SetDuration

func (o *SKAction) SetDuration(duration float64)

func (*SKAction) SetSpeed

func (o *SKAction) SetSpeed(speed float64)

func (*SKAction) SetTimingFunction

func (o *SKAction) SetTimingFunction(timingFunction objc.Block)

func (*SKAction) SetTimingMode

func (o *SKAction) SetTimingMode(timingMode SKActionTimingMode)

func (*SKAction) Speed

func (o *SKAction) Speed() float64

A speed factor that modifies how fast an action runs. Default value is 1.0

func (*SKAction) TimingFunction

func (o *SKAction) TimingFunction() objc.Block

When set, prodives a custom timing via a block. Applies after the 'timingMode' property is taken into account, defaults to nil @see SKActionTimingFunction

func (*SKAction) TimingMode

func (o *SKAction) TimingMode() SKActionTimingMode

The timing mode used to execute an action @see SKActionTimingMode

type SKActionTimingMode

type SKActionTimingMode int64

The modes that an action can use to adjust the apparent timing of the action.

const (
	// Specifies linear pacing. Linear pacing causes an animation to occur evenly over its duration.
	SKActionTimingLinear SKActionTimingMode = 0
	// Specifies ease-in pacing. Ease-in pacing causes the animation to begin slowly and then speed up as it progresses.
	SKActionTimingEaseIn SKActionTimingMode = 1
	// Specifies ease-out pacing. Ease-out pacing causes the animation to begin quickly and then slow as it completes.
	SKActionTimingEaseOut SKActionTimingMode = 2
	// Specifies ease-in ease-out pacing. An ease-in ease-out animation begins slowly, accelerates through the middle of its duration, and then slows again before completing.
	SKActionTimingEaseInEaseOut SKActionTimingMode = 3
)

func (SKActionTimingMode) String

func (e SKActionTimingMode) String() string

type SKAttribute

type SKAttribute struct {
	foundation.NSObject
}

A specification for dynamic per-node data used with a custom shader.

Apple documentation: https://developer.apple.com/documentation/spritekit/skattribute

func SKAttributeAttributeWithNameType

func SKAttributeAttributeWithNameType(name *foundation.NSString, type_ SKAttributeType) *SKAttribute

func SKAttributeFromID

func SKAttributeFromID(id objc.ID) *SKAttribute

func (*SKAttribute) InitWithNameType

func (o *SKAttribute) InitWithNameType(name *foundation.NSString, type_ SKAttributeType) *SKAttribute

Creates and initializes a new attribute object of a specified type with a name that can be referenced within the shader.

func (*SKAttribute) Name

func (o *SKAttribute) Name() *foundation.NSString

func (*SKAttribute) Type

func (o *SKAttribute) Type() SKAttributeType

type SKAttributeType

type SKAttributeType int64

Options that specify an attribute’s data type.

const (
	SKAttributeTypeNone             SKAttributeType = 0
	SKAttributeTypeFloat            SKAttributeType = 1
	SKAttributeTypeVectorFloat2     SKAttributeType = 2
	SKAttributeTypeVectorFloat3     SKAttributeType = 3
	SKAttributeTypeVectorFloat4     SKAttributeType = 4
	SKAttributeTypeHalfFloat        SKAttributeType = 5
	SKAttributeTypeVectorHalfFloat2 SKAttributeType = 6
	SKAttributeTypeVectorHalfFloat3 SKAttributeType = 7
	SKAttributeTypeVectorHalfFloat4 SKAttributeType = 8
)

func (SKAttributeType) String

func (e SKAttributeType) String() string

type SKAttributeValue

type SKAttributeValue struct {
	foundation.NSObject
}

A container for dynamic shader data associated with a node.

Apple documentation: https://developer.apple.com/documentation/spritekit/skattributevalue

func SKAttributeValueFromID

func SKAttributeValueFromID(id objc.ID) *SKAttributeValue

func SKAttributeValueValueWithFloat

func SKAttributeValueValueWithFloat(value float32) *SKAttributeValue

Creates and initializes a new attribute value object that holds a floating point number.

func SKAttributeValueValueWithVectorFloat2

func SKAttributeValueValueWithVectorFloat2(value unsafe.Pointer) *SKAttributeValue

Creates and initializes a new attribute value object that holds a vector of two floating point numbers.

func SKAttributeValueValueWithVectorFloat3

func SKAttributeValueValueWithVectorFloat3(value unsafe.Pointer) *SKAttributeValue

Creates and initializes a new attribute value object that holds a vector of three floating point numbers.

func SKAttributeValueValueWithVectorFloat4

func SKAttributeValueValueWithVectorFloat4(value unsafe.Pointer) *SKAttributeValue

Creates and initializes a new attribute value object that holds a vector of four floating point numbers.

func (*SKAttributeValue) FloatValue

func (o *SKAttributeValue) FloatValue() float32

func (*SKAttributeValue) Init

Creates and initializes a new attribute value object

func (*SKAttributeValue) SetFloatValue

func (o *SKAttributeValue) SetFloatValue(floatValue float32)

func (*SKAttributeValue) SetVectorFloat2Value

func (o *SKAttributeValue) SetVectorFloat2Value(vectorFloat2Value unsafe.Pointer)

func (*SKAttributeValue) SetVectorFloat3Value

func (o *SKAttributeValue) SetVectorFloat3Value(vectorFloat3Value unsafe.Pointer)

func (*SKAttributeValue) SetVectorFloat4Value

func (o *SKAttributeValue) SetVectorFloat4Value(vectorFloat4Value unsafe.Pointer)

func (*SKAttributeValue) VectorFloat2Value

func (o *SKAttributeValue) VectorFloat2Value() unsafe.Pointer

func (*SKAttributeValue) VectorFloat3Value

func (o *SKAttributeValue) VectorFloat3Value() unsafe.Pointer

func (*SKAttributeValue) VectorFloat4Value

func (o *SKAttributeValue) VectorFloat4Value() unsafe.Pointer

type SKAudioNode

type SKAudioNode struct {
	SKNode
}

A node that plays audio.

Apple documentation: https://developer.apple.com/documentation/spritekit/skaudionode

func SKAudioNodeFromID

func SKAudioNodeFromID(id objc.ID) *SKAudioNode

func (*SKAudioNode) AutoplayLooped

func (o *SKAudioNode) AutoplayLooped() bool

Specifies whether the node is to automatically play sound when added to a scene. If autoplaysLooped is NO, the node and its sound must be explicitly scheduled and played using the scene's engine. If YES, the node will automatically play sound when added to a scene. Defaults to YES. @see SKView.paused

func (*SKAudioNode) AvAudioNode

func (o *SKAudioNode) AvAudioNode() *avfaudio.AVAudioNode

Sets or gets the current AVAudioNode used by this instance.

func (*SKAudioNode) InitWithAVAudioNode

func (o *SKAudioNode) InitWithAVAudioNode(node *avfaudio.AVAudioNode) *SKAudioNode

Initializes an audio node from an AVFoundation audio node.

func (*SKAudioNode) InitWithCoder

func (o *SKAudioNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKAudioNode

Tells you when to initialize an audio node that has been unarchived.

func (*SKAudioNode) InitWithFileNamed

func (o *SKAudioNode) InitWithFileNamed(name *foundation.NSString) *SKAudioNode

Initializes an audio node from an audio asset with the specified filename.

func (*SKAudioNode) InitWithURL

func (o *SKAudioNode) InitWithURL(url *foundation.NSURL) *SKAudioNode

Initializes an audio node from an audio asset with the specified URL.

func (*SKAudioNode) IsPositional

func (o *SKAudioNode) IsPositional() bool

Marks the audio source as positional so that the audio mix considers relative position and velocity with regards to the scene's current listener node. @see AVAudio3DMixing @see SKScene.listener

func (*SKAudioNode) SetAutoplayLooped

func (o *SKAudioNode) SetAutoplayLooped(autoplayLooped bool)

func (*SKAudioNode) SetAvAudioNode

func (o *SKAudioNode) SetAvAudioNode(avAudioNode *avfaudio.AVAudioNode)

func (*SKAudioNode) SetPositional

func (o *SKAudioNode) SetPositional(positional bool)

type SKBlendMode

type SKBlendMode int64

The modes that describe how the source and destination pixel colors are used to calculate the new destination color.

const (
	// The source and destination colors are blended by multiplying the source alpha value.
	SKBlendModeAlpha SKBlendMode = 0
	// The source and destination colors are added together.
	SKBlendModeAdd SKBlendMode = 1
	// The source color is subtracted from the destination color.
	SKBlendModeSubtract SKBlendMode = 2
	// The source color is multiplied by the destination color.
	SKBlendModeMultiply SKBlendMode = 3
	// The source color is multiplied by the destination color and then doubled.
	SKBlendModeMultiplyX2 SKBlendMode = 4
	// The source color is added to the destination color times the inverted source color.
	SKBlendModeScreen SKBlendMode = 5
	// The source color replaces the destination color.
	SKBlendModeReplace       SKBlendMode = 6
	SKBlendModeMultiplyAlpha SKBlendMode = 7
)

func (SKBlendMode) String

func (e SKBlendMode) String() string

type SKCameraNode

type SKCameraNode struct {
	SKNode
}

A node that determines which parts of the scene are visible within a view.

Apple documentation: https://developer.apple.com/documentation/spritekit/skcameranode

func SKCameraNodeFromID

func SKCameraNodeFromID(id objc.ID) *SKCameraNode

func (*SKCameraNode) ContainedNodeSet

func (o *SKCameraNode) ContainedNodeSet() *foundation.NSSet[*SKNode]

Finds nodes that are visible in the camera’s viewport.

func (*SKCameraNode) ContainsNode

func (o *SKCameraNode) ContainsNode(node *SKNode) bool

Checks to see if a node is visible in the camera’s viewport.

type SKConstraint

type SKConstraint struct {
	foundation.NSObject
}

A specification for constraining a node’s position or rotation.

Apple documentation: https://developer.apple.com/documentation/spritekit/skconstraint

func SKConstraintDistanceToNode

func SKConstraintDistanceToNode(range_ *SKRange, node *SKNode) *SKConstraint

Creates a constraint that keeps a node within a certain distance of another node.

func SKConstraintDistanceToPoint

func SKConstraintDistanceToPoint(range_ *SKRange, point corefoundation.CGPoint) *SKConstraint

Creates a constraint that keeps a node within a certain distance of a point.

func SKConstraintDistanceToPointInNode

func SKConstraintDistanceToPointInNode(range_ *SKRange, point corefoundation.CGPoint, node *SKNode) *SKConstraint

Creates a constraint that keeps a node within a certain distance of a point in another node’s coordinate system.

func SKConstraintFromID

func SKConstraintFromID(id objc.ID) *SKConstraint

func SKConstraintOrientToNodeOffset

func SKConstraintOrientToNodeOffset(node *SKNode, radians *SKRange) *SKConstraint

Creates a constraint that forces a node to rotate to face another node.

func SKConstraintOrientToPointInNodeOffset

func SKConstraintOrientToPointInNodeOffset(point corefoundation.CGPoint, node *SKNode, radians *SKRange) *SKConstraint

Creates a constraint that forces a node to rotate to face a point in another node’s coordinate system.

func SKConstraintOrientToPointOffset

func SKConstraintOrientToPointOffset(point corefoundation.CGPoint, radians *SKRange) *SKConstraint

Creates a constraint that forces a node to rotate to face a fixed point.

func SKConstraintPositionX

func SKConstraintPositionX(range_ *SKRange) *SKConstraint

Creates a constraint that restricts the x-coordinate of a node’s position.

func SKConstraintPositionXY

func SKConstraintPositionXY(xRange *SKRange, yRange *SKRange) *SKConstraint

Creates a constraint that restricts both coordinates of a node’s position.

func SKConstraintPositionY

func SKConstraintPositionY(range_ *SKRange) *SKConstraint

Creates a constraint that restricts the y-coordinate of a node’s position.

func SKConstraintZRotation

func SKConstraintZRotation(zRange *SKRange) *SKConstraint

Creates a constraint that limits the orientation of a node.

func (*SKConstraint) Enabled

func (o *SKConstraint) Enabled() bool

func (*SKConstraint) ReferenceNode

func (o *SKConstraint) ReferenceNode() *SKNode

func (*SKConstraint) SetEnabled

func (o *SKConstraint) SetEnabled(enabled bool)

func (*SKConstraint) SetReferenceNode

func (o *SKConstraint) SetReferenceNode(referenceNode *SKNode)

type SKCropNode

type SKCropNode struct {
	SKNode
}

A node that masks pixels drawn by its children so that only some pixels are seen.

Apple documentation: https://developer.apple.com/documentation/spritekit/skcropnode

func SKCropNodeFromID

func SKCropNodeFromID(id objc.ID) *SKCropNode

func (*SKCropNode) MaskNode

func (o *SKCropNode) MaskNode() *SKNode

func (*SKCropNode) SetMaskNode

func (o *SKCropNode) SetMaskNode(maskNode *SKNode)

type SKEffectNode

type SKEffectNode struct {
	SKNode
}

A node that renders its children into a separate buffer, optionally applying an effect, before drawing the final result.

Apple documentation: https://developer.apple.com/documentation/spritekit/skeffectnode

func SKEffectNodeFromID

func SKEffectNodeFromID(id objc.ID) *SKEffectNode

func (*SKEffectNode) BlendMode

func (o *SKEffectNode) BlendMode() SKBlendMode

Sets the blend mode to use when composing the effect with the final framebuffer. @see SKNode.SKBlendMode

func (*SKEffectNode) Filter

func (o *SKEffectNode) Filter() *coreimage.CIFilter

A CIFilter to be used as an effect Any CIFilter that requires only a single "inputImage" and produces an "outputImage" is allowed. The filter is applied to all children of the SKEffectNode. If the filter is nil, the children of this node is flattened before being drawn as long as the SKEffectNode is enabled.

func (*SKEffectNode) SetBlendMode

func (o *SKEffectNode) SetBlendMode(blendMode SKBlendMode)

func (*SKEffectNode) SetFilter

func (o *SKEffectNode) SetFilter(filter *coreimage.CIFilter)

func (*SKEffectNode) SetShader

func (o *SKEffectNode) SetShader(shader *SKShader)

func (*SKEffectNode) SetShouldCenterFilter

func (o *SKEffectNode) SetShouldCenterFilter(shouldCenterFilter bool)

func (*SKEffectNode) SetShouldEnableEffects

func (o *SKEffectNode) SetShouldEnableEffects(shouldEnableEffects bool)

func (*SKEffectNode) SetShouldRasterize

func (o *SKEffectNode) SetShouldRasterize(shouldRasterize bool)

func (*SKEffectNode) Shader

func (o *SKEffectNode) Shader() *SKShader

func (*SKEffectNode) ShouldCenterFilter

func (o *SKEffectNode) ShouldCenterFilter() bool

func (*SKEffectNode) ShouldEnableEffects

func (o *SKEffectNode) ShouldEnableEffects() bool

Enable the SKEffectNode. The SKEffectNode has no effect when appliesEffects is not enabled, this is useful for setting up an effect to use later on. Defaults to YES.

func (*SKEffectNode) ShouldRasterize

func (o *SKEffectNode) ShouldRasterize() bool

Enable the rasterization on the SKEffectNode. The SKEffectNode's output is rasterized and cached internally. This cache is reused when rendering. When the SKEffectNode's children change, the cache is updated, but changing properties on the CIFilter does *not* cause an update (you must disable rasterization and then re-enable it for the changes to apply). This is more expensive than not rasterizing if the node's children change frequently, only enable this option if you know the children is largely static.

type SKEmitterNode

type SKEmitterNode struct {
	SKNode
}

A source of various particle effects.

Apple documentation: https://developer.apple.com/documentation/spritekit/skemitternode

func SKEmitterNodeFromID

func SKEmitterNodeFromID(id objc.ID) *SKEmitterNode

func (*SKEmitterNode) AdvanceSimulationTime

func (o *SKEmitterNode) AdvanceSimulationTime(sec float64)

Advances the emitter particle simulation.

func (*SKEmitterNode) EmissionAngle

func (o *SKEmitterNode) EmissionAngle() float64

The angle at which to emit each new particle, in radians. Defaults to 0.0.

func (*SKEmitterNode) EmissionAngleRange

func (o *SKEmitterNode) EmissionAngleRange() float64

The random variance about the angle at which to emit each new particle, in radians. Defaults to 0.0.

func (*SKEmitterNode) FieldBitMask

func (o *SKEmitterNode) FieldBitMask() uint32

Defines what logical 'categories' of fields this particles emitted respond to. Defaults to all bits set (all categories). Can be forced off via affectedByGravity.

func (*SKEmitterNode) NumParticlesToEmit

func (o *SKEmitterNode) NumParticlesToEmit() uint

The number of particles that will be emitted. If set to 0, there is no limit. Defaults to 0.

func (*SKEmitterNode) ParticleAction

func (o *SKEmitterNode) ParticleAction() *SKAction

Specifies an action executed by new particles.

func (*SKEmitterNode) ParticleAlpha

func (o *SKEmitterNode) ParticleAlpha() float64

The starting alpha for each particle. Defaults to 1.0.

func (*SKEmitterNode) ParticleAlphaRange

func (o *SKEmitterNode) ParticleAlphaRange() float64

The random variance about the starting alpha for each particle. Defaults to 1.0.

func (*SKEmitterNode) ParticleAlphaSequence

func (o *SKEmitterNode) ParticleAlphaSequence() *SKKeyframeSequence

func (*SKEmitterNode) ParticleAlphaSpeed

func (o *SKEmitterNode) ParticleAlphaSpeed() float64

The rate at which to modify the alpha for each particle. Defaults to 1.0.

func (*SKEmitterNode) ParticleBirthRate

func (o *SKEmitterNode) ParticleBirthRate() float64

The rate at which new particles are generated, in particles per second. Defaults to 0.0.

func (*SKEmitterNode) ParticleBlendMode

func (o *SKEmitterNode) ParticleBlendMode() SKBlendMode

The blend mode for each particle. Defaults to SKBlendModeAlpha.

func (*SKEmitterNode) ParticleColor

func (o *SKEmitterNode) ParticleColor() *appkit.NSColor

The starting color for each particle. Defaults to clear.

func (*SKEmitterNode) ParticleColorAlphaRange

func (o *SKEmitterNode) ParticleColorAlphaRange() float64

func (*SKEmitterNode) ParticleColorAlphaSpeed

func (o *SKEmitterNode) ParticleColorAlphaSpeed() float64

func (*SKEmitterNode) ParticleColorBlendFactor

func (o *SKEmitterNode) ParticleColorBlendFactor() float64

The starting color blend for each particle. Behaves the same as SKSpriteNode. Defaults to 0.0.

func (*SKEmitterNode) ParticleColorBlendFactorRange

func (o *SKEmitterNode) ParticleColorBlendFactorRange() float64

The random variance about the starting color blend for each particle. Defaults to 0.0.

func (*SKEmitterNode) ParticleColorBlendFactorSequence

func (o *SKEmitterNode) ParticleColorBlendFactorSequence() *SKKeyframeSequence

func (*SKEmitterNode) ParticleColorBlendFactorSpeed

func (o *SKEmitterNode) ParticleColorBlendFactorSpeed() float64

The rate at which to modify the color blend for each particle. Defaults to 0.0.

func (*SKEmitterNode) ParticleColorBlueRange

func (o *SKEmitterNode) ParticleColorBlueRange() float64

func (*SKEmitterNode) ParticleColorBlueSpeed

func (o *SKEmitterNode) ParticleColorBlueSpeed() float64

func (*SKEmitterNode) ParticleColorGreenRange

func (o *SKEmitterNode) ParticleColorGreenRange() float64

func (*SKEmitterNode) ParticleColorGreenSpeed

func (o *SKEmitterNode) ParticleColorGreenSpeed() float64

func (*SKEmitterNode) ParticleColorRedRange

func (o *SKEmitterNode) ParticleColorRedRange() float64

The random variance about each color component for each particle. Defaults to 0.0.

func (*SKEmitterNode) ParticleColorRedSpeed

func (o *SKEmitterNode) ParticleColorRedSpeed() float64

The rate at which to modify each color component for each particle (per second).

func (*SKEmitterNode) ParticleColorSequence

func (o *SKEmitterNode) ParticleColorSequence() *SKKeyframeSequence

func (*SKEmitterNode) ParticleLifetime

func (o *SKEmitterNode) ParticleLifetime() float64

The lifetime of each particle, in seconds. Defaults to 0.0.

func (*SKEmitterNode) ParticleLifetimeRange

func (o *SKEmitterNode) ParticleLifetimeRange() float64

The random variance about the lifetime of each particle, in seconds. Defaults to 0.0.

func (*SKEmitterNode) ParticlePosition

func (o *SKEmitterNode) ParticlePosition() corefoundation.CGPoint

The starting position for each particle in the emitter's coordinate space. Defaults to (0.0, 0,0).

func (*SKEmitterNode) ParticlePositionRange

func (o *SKEmitterNode) ParticlePositionRange() corefoundation.CGVector

The random variance about the starting position for each particle in the emitter's coordinate space. Defaults to (0.0, 0,0).

func (*SKEmitterNode) ParticleRenderOrder

func (o *SKEmitterNode) ParticleRenderOrder() SKParticleRenderOrder

The order in which particles will be rendered. Defaults to SKParticleRenderOrderOldestLast.

func (*SKEmitterNode) ParticleRotation

func (o *SKEmitterNode) ParticleRotation() float64

The starting z-rotation for each particle. Defaults to 0.0.

func (*SKEmitterNode) ParticleRotationRange

func (o *SKEmitterNode) ParticleRotationRange() float64

The random variance about the starting z-rotation for each particle. Defaults to 0.0.

func (*SKEmitterNode) ParticleRotationSpeed

func (o *SKEmitterNode) ParticleRotationSpeed() float64

The rate at which to modify the z-rotation for each particle. Defaults to 0.0.

func (*SKEmitterNode) ParticleScale

func (o *SKEmitterNode) ParticleScale() float64

The starting scale for each particle. Defaults to 1.0.

func (*SKEmitterNode) ParticleScaleRange

func (o *SKEmitterNode) ParticleScaleRange() float64

The random variance about the starting scale for each particle. Defaults to 0.0.

func (*SKEmitterNode) ParticleScaleSequence

func (o *SKEmitterNode) ParticleScaleSequence() *SKKeyframeSequence

func (*SKEmitterNode) ParticleScaleSpeed

func (o *SKEmitterNode) ParticleScaleSpeed() float64

The rate at which to modify the scale for each particle. Defaults to 0.0.

func (*SKEmitterNode) ParticleSize

func (o *SKEmitterNode) ParticleSize() corefoundation.CGSize

The starting size for each particle. If set to CGSizeZero (the default) the particles will start at the size of the texture assigned to particleTexture. Note that particleScale and particleScaleRange will also have an effect on the effective size of each new particle.

func (*SKEmitterNode) ParticleSpeed

func (o *SKEmitterNode) ParticleSpeed() float64

The starting speed for each particle along its emission vector. Defaults to 0.0.

func (*SKEmitterNode) ParticleSpeedRange

func (o *SKEmitterNode) ParticleSpeedRange() float64

The random variance about the starting speed for each particle along its emission vector. Defaults to 0.0.

func (*SKEmitterNode) ParticleTexture

func (o *SKEmitterNode) ParticleTexture() *SKTexture

The texture to be used for the particles.

func (*SKEmitterNode) ParticleZPosition

func (o *SKEmitterNode) ParticleZPosition() float64

The starting z-position for each particle. Defaults to 0.0.

func (*SKEmitterNode) ParticleZPositionRange

func (o *SKEmitterNode) ParticleZPositionRange() float64

The random variance about the starting z-position for each particle. Defaults to 0.0. Deprecated: since macOS 10.10.

func (*SKEmitterNode) ParticleZPositionSpeed

func (o *SKEmitterNode) ParticleZPositionSpeed() float64

The rate at which to modify the z-position for each particle. Defaults to 0.0. Deprecated: since macOS 10.10.

func (*SKEmitterNode) ResetSimulation

func (o *SKEmitterNode) ResetSimulation()

Removes all existing particles and restarts the simulation.

func (*SKEmitterNode) SetEmissionAngle

func (o *SKEmitterNode) SetEmissionAngle(emissionAngle float64)

func (*SKEmitterNode) SetEmissionAngleRange

func (o *SKEmitterNode) SetEmissionAngleRange(emissionAngleRange float64)

func (*SKEmitterNode) SetFieldBitMask

func (o *SKEmitterNode) SetFieldBitMask(fieldBitMask uint32)

func (*SKEmitterNode) SetNumParticlesToEmit

func (o *SKEmitterNode) SetNumParticlesToEmit(numParticlesToEmit uint)

func (*SKEmitterNode) SetParticleAction

func (o *SKEmitterNode) SetParticleAction(particleAction *SKAction)

func (*SKEmitterNode) SetParticleAlpha

func (o *SKEmitterNode) SetParticleAlpha(particleAlpha float64)

func (*SKEmitterNode) SetParticleAlphaRange

func (o *SKEmitterNode) SetParticleAlphaRange(particleAlphaRange float64)

func (*SKEmitterNode) SetParticleAlphaSequence

func (o *SKEmitterNode) SetParticleAlphaSequence(particleAlphaSequence *SKKeyframeSequence)

func (*SKEmitterNode) SetParticleAlphaSpeed

func (o *SKEmitterNode) SetParticleAlphaSpeed(particleAlphaSpeed float64)

func (*SKEmitterNode) SetParticleBirthRate

func (o *SKEmitterNode) SetParticleBirthRate(particleBirthRate float64)

func (*SKEmitterNode) SetParticleBlendMode

func (o *SKEmitterNode) SetParticleBlendMode(particleBlendMode SKBlendMode)

func (*SKEmitterNode) SetParticleColor

func (o *SKEmitterNode) SetParticleColor(particleColor *appkit.NSColor)

func (*SKEmitterNode) SetParticleColorAlphaRange

func (o *SKEmitterNode) SetParticleColorAlphaRange(particleColorAlphaRange float64)

func (*SKEmitterNode) SetParticleColorAlphaSpeed

func (o *SKEmitterNode) SetParticleColorAlphaSpeed(particleColorAlphaSpeed float64)

func (*SKEmitterNode) SetParticleColorBlendFactor

func (o *SKEmitterNode) SetParticleColorBlendFactor(particleColorBlendFactor float64)

func (*SKEmitterNode) SetParticleColorBlendFactorRange

func (o *SKEmitterNode) SetParticleColorBlendFactorRange(particleColorBlendFactorRange float64)

func (*SKEmitterNode) SetParticleColorBlendFactorSequence

func (o *SKEmitterNode) SetParticleColorBlendFactorSequence(particleColorBlendFactorSequence *SKKeyframeSequence)

func (*SKEmitterNode) SetParticleColorBlendFactorSpeed

func (o *SKEmitterNode) SetParticleColorBlendFactorSpeed(particleColorBlendFactorSpeed float64)

func (*SKEmitterNode) SetParticleColorBlueRange

func (o *SKEmitterNode) SetParticleColorBlueRange(particleColorBlueRange float64)

func (*SKEmitterNode) SetParticleColorBlueSpeed

func (o *SKEmitterNode) SetParticleColorBlueSpeed(particleColorBlueSpeed float64)

func (*SKEmitterNode) SetParticleColorGreenRange

func (o *SKEmitterNode) SetParticleColorGreenRange(particleColorGreenRange float64)

func (*SKEmitterNode) SetParticleColorGreenSpeed

func (o *SKEmitterNode) SetParticleColorGreenSpeed(particleColorGreenSpeed float64)

func (*SKEmitterNode) SetParticleColorRedRange

func (o *SKEmitterNode) SetParticleColorRedRange(particleColorRedRange float64)

func (*SKEmitterNode) SetParticleColorRedSpeed

func (o *SKEmitterNode) SetParticleColorRedSpeed(particleColorRedSpeed float64)

func (*SKEmitterNode) SetParticleColorSequence

func (o *SKEmitterNode) SetParticleColorSequence(particleColorSequence *SKKeyframeSequence)

func (*SKEmitterNode) SetParticleLifetime

func (o *SKEmitterNode) SetParticleLifetime(particleLifetime float64)

func (*SKEmitterNode) SetParticleLifetimeRange

func (o *SKEmitterNode) SetParticleLifetimeRange(particleLifetimeRange float64)

func (*SKEmitterNode) SetParticlePosition

func (o *SKEmitterNode) SetParticlePosition(particlePosition corefoundation.CGPoint)

func (*SKEmitterNode) SetParticlePositionRange

func (o *SKEmitterNode) SetParticlePositionRange(particlePositionRange corefoundation.CGVector)

func (*SKEmitterNode) SetParticleRenderOrder

func (o *SKEmitterNode) SetParticleRenderOrder(particleRenderOrder SKParticleRenderOrder)

func (*SKEmitterNode) SetParticleRotation

func (o *SKEmitterNode) SetParticleRotation(particleRotation float64)

func (*SKEmitterNode) SetParticleRotationRange

func (o *SKEmitterNode) SetParticleRotationRange(particleRotationRange float64)

func (*SKEmitterNode) SetParticleRotationSpeed

func (o *SKEmitterNode) SetParticleRotationSpeed(particleRotationSpeed float64)

func (*SKEmitterNode) SetParticleScale

func (o *SKEmitterNode) SetParticleScale(particleScale float64)

func (*SKEmitterNode) SetParticleScaleRange

func (o *SKEmitterNode) SetParticleScaleRange(particleScaleRange float64)

func (*SKEmitterNode) SetParticleScaleSequence

func (o *SKEmitterNode) SetParticleScaleSequence(particleScaleSequence *SKKeyframeSequence)

func (*SKEmitterNode) SetParticleScaleSpeed

func (o *SKEmitterNode) SetParticleScaleSpeed(particleScaleSpeed float64)

func (*SKEmitterNode) SetParticleSize

func (o *SKEmitterNode) SetParticleSize(particleSize corefoundation.CGSize)

func (*SKEmitterNode) SetParticleSpeed

func (o *SKEmitterNode) SetParticleSpeed(particleSpeed float64)

func (*SKEmitterNode) SetParticleSpeedRange

func (o *SKEmitterNode) SetParticleSpeedRange(particleSpeedRange float64)

func (*SKEmitterNode) SetParticleTexture

func (o *SKEmitterNode) SetParticleTexture(particleTexture *SKTexture)

func (*SKEmitterNode) SetParticleZPosition

func (o *SKEmitterNode) SetParticleZPosition(particleZPosition float64)

func (*SKEmitterNode) SetParticleZPositionRange deprecated

func (o *SKEmitterNode) SetParticleZPositionRange(particleZPositionRange float64)

Deprecated: since macOS 10.10.

func (*SKEmitterNode) SetParticleZPositionSpeed deprecated

func (o *SKEmitterNode) SetParticleZPositionSpeed(particleZPositionSpeed float64)

Deprecated: since macOS 10.10.

func (*SKEmitterNode) SetShader

func (o *SKEmitterNode) SetShader(shader *SKShader)

func (*SKEmitterNode) SetTargetNode

func (o *SKEmitterNode) SetTargetNode(targetNode *SKNode)

func (*SKEmitterNode) SetXAcceleration

func (o *SKEmitterNode) SetXAcceleration(xAcceleration float64)

func (*SKEmitterNode) SetYAcceleration

func (o *SKEmitterNode) SetYAcceleration(yAcceleration float64)

func (*SKEmitterNode) Shader

func (o *SKEmitterNode) Shader() *SKShader

func (*SKEmitterNode) TargetNode

func (o *SKEmitterNode) TargetNode() *SKNode

Normally the particles are rendered as if they were a child of the SKEmitterNode, they can also be rendered as if they were a child of any other node in the scene by setting the targetNode property. Defaults to nil (standard behavior).

func (*SKEmitterNode) XAcceleration

func (o *SKEmitterNode) XAcceleration() float64

The acceleration to apply to each particles velocity. Useful for simulating effects such as wind or gravity. Defaults to 0.0.

func (*SKEmitterNode) YAcceleration

func (o *SKEmitterNode) YAcceleration() float64

type SKFieldNode

type SKFieldNode struct {
	SKNode
}

A node that applies physics effects to nearby nodes.

Apple documentation: https://developer.apple.com/documentation/spritekit/skfieldnode

func SKFieldNodeCustomFieldWithEvaluationBlock

func SKFieldNodeCustomFieldWithEvaluationBlock(block func(unsafe.Pointer, unsafe.Pointer, float32, float32, float64) unsafe.Pointer) *SKFieldNode

Creates a field node that calculates and applies a custom force to the physics body.

func SKFieldNodeDragField

func SKFieldNodeDragField() *SKFieldNode

Creates a field node that applies a force that resists the motion of physics bodies.

func SKFieldNodeElectricField

func SKFieldNodeElectricField() *SKFieldNode

Creates a field node that applies an electrical force proportional to the electrical charge of physics bodies.

func SKFieldNodeFromID

func SKFieldNodeFromID(id objc.ID) *SKFieldNode

func SKFieldNodeLinearGravityFieldWithVector

func SKFieldNodeLinearGravityFieldWithVector(direction unsafe.Pointer) *SKFieldNode

Creates a field node that accelerates physics bodies in a specific direction.

func SKFieldNodeMagneticField

func SKFieldNodeMagneticField() *SKFieldNode

Creates a field node that applies a magnetic force based on the velocity and electrical charge of the physics bodies.

func SKFieldNodeNoiseFieldWithSmoothnessAnimationSpeed

func SKFieldNodeNoiseFieldWithSmoothnessAnimationSpeed(smoothness float64, speed float64) *SKFieldNode

Creates a field node that applies a randomized acceleration to physics bodies.

func SKFieldNodeRadialGravityField

func SKFieldNodeRadialGravityField() *SKFieldNode

Creates a field node that accelerates physics bodies toward the field node.

func SKFieldNodeSpringField

func SKFieldNodeSpringField() *SKFieldNode

Creates a field node that applies a spring-like force that pulls physics bodies toward the field node.

func SKFieldNodeTurbulenceFieldWithSmoothnessAnimationSpeed

func SKFieldNodeTurbulenceFieldWithSmoothnessAnimationSpeed(smoothness float64, speed float64) *SKFieldNode

Creates a field node that applies a randomized acceleration to physics bodies.

func SKFieldNodeVelocityFieldWithTexture

func SKFieldNodeVelocityFieldWithTexture(velocityTexture *SKTexture) *SKFieldNode

Creates a field node that sets the velocity of physics bodies that enter the node’s area based on the pixel values of a texture.

func SKFieldNodeVelocityFieldWithVector

func SKFieldNodeVelocityFieldWithVector(direction unsafe.Pointer) *SKFieldNode

Creates a field node that gives physics bodies a constant velocity.

func SKFieldNodeVortexField

func SKFieldNodeVortexField() *SKFieldNode

Creates a field node that applies a perpendicular force to physics bodies.

func (*SKFieldNode) AnimationSpeed

func (o *SKFieldNode) AnimationSpeed() float32

fields that can be animated can have non zero values. A value of 2 will animated twice as fast as a value of 1. @see noiseFieldWithSmoothness:smoothness:animationSpeed @see turbulenceFieldWithSmoothness:smoothness:animationSpeed

func (*SKFieldNode) CategoryBitMask

func (o *SKFieldNode) CategoryBitMask() uint32

Logical categories the field belongs to. Default is all categories. These categories correspond to fieldBitMasks, and can be used to enforce that a particular field applies to a particular category of objects. @see SKPhysicsBody.fieldBitMask @see SKEmitterNode.fieldBitMask

func (*SKFieldNode) Direction

func (o *SKFieldNode) Direction() unsafe.Pointer

directed fields' directions can be accessed here. If the field is non-directional, a zero vector will be returned @see linearGravityFieldWithVector:direction @see velocityFieldWithVector:direction

func (*SKFieldNode) Falloff

func (o *SKFieldNode) Falloff() float32

The falloff exponent used to calculate field strength at a distance. Falloff starts at the minimum radius. The default exponent is zero, which results in a uniform field with no falloff. @see minimumRadius

func (*SKFieldNode) IsEnabled

func (o *SKFieldNode) IsEnabled() bool

If enabled, a field has an effect. default YES

func (*SKFieldNode) IsExclusive

func (o *SKFieldNode) IsExclusive() bool

If a field is exclusive, it suppresses any other field in its region of effect. If two or more exclusive fields overlap, it is undefined which one of them will take effect @see region

func (*SKFieldNode) MinimumRadius

func (o *SKFieldNode) MinimumRadius() float32

minimum radius of effect. Default is very small.

func (*SKFieldNode) Region

func (o *SKFieldNode) Region() *SKRegion

The region property is the domain of the field's effect. No force is applied to objects outside the region.

func (*SKFieldNode) SetAnimationSpeed

func (o *SKFieldNode) SetAnimationSpeed(animationSpeed float32)

func (*SKFieldNode) SetCategoryBitMask

func (o *SKFieldNode) SetCategoryBitMask(categoryBitMask uint32)

func (*SKFieldNode) SetDirection

func (o *SKFieldNode) SetDirection(direction unsafe.Pointer)

func (*SKFieldNode) SetEnabled

func (o *SKFieldNode) SetEnabled(enabled bool)

func (*SKFieldNode) SetExclusive

func (o *SKFieldNode) SetExclusive(exclusive bool)

func (*SKFieldNode) SetFalloff

func (o *SKFieldNode) SetFalloff(falloff float32)

func (*SKFieldNode) SetMinimumRadius

func (o *SKFieldNode) SetMinimumRadius(minimumRadius float32)

func (*SKFieldNode) SetRegion

func (o *SKFieldNode) SetRegion(region *SKRegion)

func (*SKFieldNode) SetSmoothness

func (o *SKFieldNode) SetSmoothness(smoothness float32)

func (*SKFieldNode) SetStrength

func (o *SKFieldNode) SetStrength(strength float32)

func (*SKFieldNode) SetTexture

func (o *SKFieldNode) SetTexture(texture *SKTexture)

func (*SKFieldNode) Smoothness

func (o *SKFieldNode) Smoothness() float32

fields without a smoothness component will return 0 @see noiseFieldWithSmoothness:smoothness:animationSpeed @see turbulenceFieldWithSmoothness:smoothness:animationSpeed

func (*SKFieldNode) Strength

func (o *SKFieldNode) Strength() float32

strength scaling value. default 1.0

func (*SKFieldNode) Texture

func (o *SKFieldNode) Texture() *SKTexture

fields constructed with a texture can be uppdated by assigning a new texture @see velocityFieldWithTexture:velocityTexture

type SKInterpolationMode

type SKInterpolationMode int64

The modes used to interpolate between keyframes in the sequence.

const (
	// Values between two keyframes are interpolated linearly.
	SKInterpolationModeLinear SKInterpolationMode = 1
	// Values between two keyframes using a spline curve.
	SKInterpolationModeSpline SKInterpolationMode = 2
	// Values between two keyframes are not interpolated. Instead, the value is that of the most recent keyframe.
	SKInterpolationModeStep SKInterpolationMode = 3
)

func (SKInterpolationMode) String

func (e SKInterpolationMode) String() string

type SKKeyframeSequence

type SKKeyframeSequence struct {
	foundation.NSObject
}

An object that performs interpolation between values specified at different times (keyframes).

Apple documentation: https://developer.apple.com/documentation/spritekit/skkeyframesequence

func SKKeyframeSequenceFromID

func SKKeyframeSequenceFromID(id objc.ID) *SKKeyframeSequence

func (*SKKeyframeSequence) AddKeyframeValueTime

func (o *SKKeyframeSequence) AddKeyframeValueTime(value objc.ID, time_ float64)

Adds a keyframe to the sequence.

func (*SKKeyframeSequence) Count

func (o *SKKeyframeSequence) Count() uint

The number of keyframes in the sequence.

func (*SKKeyframeSequence) GetKeyframeTimeForIndex

func (o *SKKeyframeSequence) GetKeyframeTimeForIndex(index uint) float64

Gets the time for a keyframe in the sequence.

func (*SKKeyframeSequence) GetKeyframeValueForIndex

func (o *SKKeyframeSequence) GetKeyframeValueForIndex(index uint) objc.ID

Gets the value for a keyframe in the sequence.

func (*SKKeyframeSequence) InitWithCapacity

func (o *SKKeyframeSequence) InitWithCapacity(numItems uint) *SKKeyframeSequence

Initializes a new keyframe sequence.

func (*SKKeyframeSequence) InitWithCoder

func (o *SKKeyframeSequence) InitWithCoder(aDecoder *foundation.NSCoder) *SKKeyframeSequence

Support coding and decoding via NSKeyedArchiver.

func (*SKKeyframeSequence) InitWithKeyframeValuesTimes

func (o *SKKeyframeSequence) InitWithKeyframeValuesTimes(values *foundation.NSArray[objc.ID], times *foundation.NSArray[*foundation.NSNumber]) *SKKeyframeSequence

Initializes a keyframe sequence with an initial set of values and times.

func (*SKKeyframeSequence) InterpolationMode

func (o *SKKeyframeSequence) InterpolationMode() SKInterpolationMode

func (*SKKeyframeSequence) RemoveKeyframeAtIndex

func (o *SKKeyframeSequence) RemoveKeyframeAtIndex(index uint)

Removes a keyframe from the sequence.

func (*SKKeyframeSequence) RemoveLastKeyframe

func (o *SKKeyframeSequence) RemoveLastKeyframe()

Removes the last value in the sequence.

func (*SKKeyframeSequence) RepeatMode

func (o *SKKeyframeSequence) RepeatMode() SKRepeatMode

func (*SKKeyframeSequence) SampleAtTime

func (o *SKKeyframeSequence) SampleAtTime(time_ float64) objc.ID

Calculates the sample at a particular time.

func (*SKKeyframeSequence) SetInterpolationMode

func (o *SKKeyframeSequence) SetInterpolationMode(interpolationMode SKInterpolationMode)

func (*SKKeyframeSequence) SetKeyframeTimeForIndex

func (o *SKKeyframeSequence) SetKeyframeTimeForIndex(time_ float64, index uint)

Changes the time for a specific keyframe.

func (*SKKeyframeSequence) SetKeyframeValueForIndex

func (o *SKKeyframeSequence) SetKeyframeValueForIndex(value objc.ID, index uint)

Changes the value for a specific keyframe.

func (*SKKeyframeSequence) SetKeyframeValueTimeForIndex

func (o *SKKeyframeSequence) SetKeyframeValueTimeForIndex(value objc.ID, time_ float64, index uint)

Replaces a keyframe in the sequence with a new keyframe.

func (*SKKeyframeSequence) SetRepeatMode

func (o *SKKeyframeSequence) SetRepeatMode(repeatMode SKRepeatMode)

type SKLabelHorizontalAlignmentMode

type SKLabelHorizontalAlignmentMode int64

Options for aligning text horizontally.

const (
	// Centers the text horizontally on the node’s origin.
	SKLabelHorizontalAlignmentModeCenter SKLabelHorizontalAlignmentMode = 0
	// Positions the text so that the left side of the text is on the node’s origin.
	SKLabelHorizontalAlignmentModeLeft SKLabelHorizontalAlignmentMode = 1
	// Positions the text so that the right side of the text is on the node’s origin.
	SKLabelHorizontalAlignmentModeRight SKLabelHorizontalAlignmentMode = 2
)

func (SKLabelHorizontalAlignmentMode) String

type SKLabelNode

type SKLabelNode struct {
	SKNode
}

A graphical element that draws text.

Apple documentation: https://developer.apple.com/documentation/spritekit/sklabelnode

func SKLabelNodeFromID

func SKLabelNodeFromID(id objc.ID) *SKLabelNode

func SKLabelNodeLabelNodeWithAttributedText

func SKLabelNodeLabelNodeWithAttributedText(attributedText *foundation.NSAttributedString) *SKLabelNode

Initializes a new label object with an attributed text string.

func SKLabelNodeLabelNodeWithFontNamed

func SKLabelNodeLabelNodeWithFontNamed(fontName *foundation.NSString) *SKLabelNode

Initializes a new label object.

func SKLabelNodeLabelNodeWithText

func SKLabelNodeLabelNodeWithText(text *foundation.NSString) *SKLabelNode

Initializes a new label object with a text string.

func (*SKLabelNode) AttributedText

func (o *SKLabelNode) AttributedText() *foundation.NSAttributedString

func (*SKLabelNode) BlendMode

func (o *SKLabelNode) BlendMode() SKBlendMode

Sets the blend mode to use when composing the sprite with the final framebuffer. @see SKNode.SKBlendMode

func (*SKLabelNode) Color

func (o *SKLabelNode) Color() *appkit.NSColor

Color to be blended with the text based on the colorBlendFactor

func (*SKLabelNode) ColorBlendFactor

func (o *SKLabelNode) ColorBlendFactor() float64

Controls the blending between the rendered text and a color. The valid interval of values is from 0.0 up to and including 1.0. A value above or below that interval is clamped to the minimum (0.0) if below or the maximum (1.0) if above.

func (*SKLabelNode) FontColor

func (o *SKLabelNode) FontColor() *appkit.NSColor

Base color that the text is rendered with (if supported by the font)

func (*SKLabelNode) FontName

func (o *SKLabelNode) FontName() *foundation.NSString

func (*SKLabelNode) FontSize

func (o *SKLabelNode) FontSize() float64

func (*SKLabelNode) HorizontalAlignmentMode

func (o *SKLabelNode) HorizontalAlignmentMode() SKLabelHorizontalAlignmentMode

func (*SKLabelNode) InitWithFontNamed

func (o *SKLabelNode) InitWithFontNamed(fontName *foundation.NSString) *SKLabelNode

Initializes a new label object with a specified font.

func (*SKLabelNode) LineBreakMode

func (o *SKLabelNode) LineBreakMode() appkit.NSLineBreakMode

Determines the line break mode for multiple lines. Default is NSLineBreakByTruncatingTail

func (*SKLabelNode) NumberOfLines

func (o *SKLabelNode) NumberOfLines() int

Determines the number of lines to draw. The default value is 1 (single line). A value of 0 means no limit. If the height of the text reaches the # of lines the text will be truncated using the line break mode.

func (*SKLabelNode) PreferredMaxLayoutWidth

func (o *SKLabelNode) PreferredMaxLayoutWidth() float64

If nonzero, this is used when determining layout width for multiline labels. Default is zero.

func (*SKLabelNode) SetAttributedText

func (o *SKLabelNode) SetAttributedText(attributedText *foundation.NSAttributedString)

func (*SKLabelNode) SetBlendMode

func (o *SKLabelNode) SetBlendMode(blendMode SKBlendMode)

func (*SKLabelNode) SetColor

func (o *SKLabelNode) SetColor(color *appkit.NSColor)

func (*SKLabelNode) SetColorBlendFactor

func (o *SKLabelNode) SetColorBlendFactor(colorBlendFactor float64)

func (*SKLabelNode) SetFontColor

func (o *SKLabelNode) SetFontColor(fontColor *appkit.NSColor)

func (*SKLabelNode) SetFontName

func (o *SKLabelNode) SetFontName(fontName *foundation.NSString)

func (*SKLabelNode) SetFontSize

func (o *SKLabelNode) SetFontSize(fontSize float64)

func (*SKLabelNode) SetHorizontalAlignmentMode

func (o *SKLabelNode) SetHorizontalAlignmentMode(horizontalAlignmentMode SKLabelHorizontalAlignmentMode)

func (*SKLabelNode) SetLineBreakMode

func (o *SKLabelNode) SetLineBreakMode(lineBreakMode appkit.NSLineBreakMode)

func (*SKLabelNode) SetNumberOfLines

func (o *SKLabelNode) SetNumberOfLines(numberOfLines int)

func (*SKLabelNode) SetPreferredMaxLayoutWidth

func (o *SKLabelNode) SetPreferredMaxLayoutWidth(preferredMaxLayoutWidth float64)

func (*SKLabelNode) SetText

func (o *SKLabelNode) SetText(text *foundation.NSString)

func (*SKLabelNode) SetVerticalAlignmentMode

func (o *SKLabelNode) SetVerticalAlignmentMode(verticalAlignmentMode SKLabelVerticalAlignmentMode)

func (*SKLabelNode) Text

func (o *SKLabelNode) Text() *foundation.NSString

func (*SKLabelNode) VerticalAlignmentMode

func (o *SKLabelNode) VerticalAlignmentMode() SKLabelVerticalAlignmentMode

type SKLabelVerticalAlignmentMode

type SKLabelVerticalAlignmentMode int64

Options for aligning text vertically.

const (
	// Positions the text so that the font’s baseline lies on the node’s origin.
	SKLabelVerticalAlignmentModeBaseline SKLabelVerticalAlignmentMode = 0
	// Centers the text vertically on the node’s origin.
	SKLabelVerticalAlignmentModeCenter SKLabelVerticalAlignmentMode = 1
	// Positions the text so that the top of the text is on the node’s origin.
	SKLabelVerticalAlignmentModeTop SKLabelVerticalAlignmentMode = 2
	// Positions the text so that the bottom of the text is on the node’s origin.
	SKLabelVerticalAlignmentModeBottom SKLabelVerticalAlignmentMode = 3
)

func (SKLabelVerticalAlignmentMode) String

type SKLightNode

type SKLightNode struct {
	SKNode
}

A node that lights surrounding nodes.

Apple documentation: https://developer.apple.com/documentation/spritekit/sklightnode

func SKLightNodeFromID

func SKLightNodeFromID(id objc.ID) *SKLightNode

func (*SKLightNode) AmbientColor

func (o *SKLightNode) AmbientColor() *appkit.NSColor

Ambient color of the light source, defaults to black. If you had only a single light in the scene with an ambient color of opaque white and a light color of black, it would appear as if the scene was rendered without lighting. The alpha component of the color is ignored. The color is not affected by falloff or surface normals. @see lightColor

func (*SKLightNode) CategoryBitMask

func (o *SKLightNode) CategoryBitMask() uint32

The category of the light, which determines the group(s) a light belongs to. Any node that has its corresponding light and shadow bitmasks set to an overlapping value will be lit, shadow casting or shadowed by this light. @see SKSpriteNode.lightingBitMask @see SKSpriteNode.shadowCastBitMask @see SKSpriteNode.shadowedBitMask

func (*SKLightNode) Falloff

func (o *SKLightNode) Falloff() float64

Falloff in intensity of the light over distance, defaults to 1. The falloff does not affect the ambient color nor the shadow color. @see lightColor

func (*SKLightNode) IsEnabled

func (o *SKLightNode) IsEnabled() bool

Enables or disables lighting contribution from this light node. Set to YES; sprites using this light will be lit with the ambient color and the light color, with a falloff in intensity according to the falloff property. Set to NO; this light does not contribute any lighting. If no lights are active on a sprite it will be drawn normally, as if not lit. The default value is YES. @see lightColor @see falloff @see categoryBitMask

func (*SKLightNode) LightColor

func (o *SKLightNode) LightColor() *appkit.NSColor

Diffuse and Specular color of the light source, defaults to opaque white. The alpha component of the color is ignored. If using shaders bind a uniform to this property to use scene based custom lighting. @see SKUniform @see falloff

func (*SKLightNode) SetAmbientColor

func (o *SKLightNode) SetAmbientColor(ambientColor *appkit.NSColor)

func (*SKLightNode) SetCategoryBitMask

func (o *SKLightNode) SetCategoryBitMask(categoryBitMask uint32)

func (*SKLightNode) SetEnabled

func (o *SKLightNode) SetEnabled(enabled bool)

func (*SKLightNode) SetFalloff

func (o *SKLightNode) SetFalloff(falloff float64)

func (*SKLightNode) SetLightColor

func (o *SKLightNode) SetLightColor(lightColor *appkit.NSColor)

func (*SKLightNode) SetShadowColor

func (o *SKLightNode) SetShadowColor(shadowColor *appkit.NSColor)

func (*SKLightNode) ShadowColor

func (o *SKLightNode) ShadowColor() *appkit.NSColor

Color of the shadow casted on occluded objects, defaults to half opacity black. The alpha component of the color is used for blending with the regions that are in shadow. @see SKSpriteNode.shadowCastBitMask @see SKSpriteNode.shadowedBitMask

type SKMutableTexture

type SKMutableTexture struct {
	SKTexture
}

A texture whose contents can be dynamically updated.

Apple documentation: https://developer.apple.com/documentation/spritekit/skmutabletexture

func SKMutableTextureFromID

func SKMutableTextureFromID(id objc.ID) *SKMutableTexture

func SKMutableTextureMutableTextureWithSize

func SKMutableTextureMutableTextureWithSize(size corefoundation.CGSize) *SKMutableTexture

Creates an empty texture with a specific size.

func (*SKMutableTexture) InitWithSize

func (o *SKMutableTexture) InitWithSize(size corefoundation.CGSize) *SKMutableTexture

Initializes an empty texture with a specific size.

func (*SKMutableTexture) InitWithSizePixelFormat

func (o *SKMutableTexture) InitWithSizePixelFormat(size corefoundation.CGSize, format int) *SKMutableTexture

Initializes an empty texture with a specific size and format.

func (*SKMutableTexture) ModifyPixelDataWith

func (o *SKMutableTexture) ModifyPixelDataWith(block func(unsafe.Pointer, uint))

Modifies the contents of a mutable texture.

type SKNode

type SKNode struct {
	appkit.NSResponder
}

The base class of all SpriteKit nodes.

Apple documentation: https://developer.apple.com/documentation/spritekit/sknode

func SKNodeFromID

func SKNodeFromID(id objc.ID) *SKNode

func SKNodeNode

func SKNodeNode() *SKNode

Creates a new node.

func SKNodeNodeWithFileNamed

func SKNodeNodeWithFileNamed(filename *foundation.NSString) *SKNode

Creates a new node by loading an archive file from the game’s main bundle.

func SKNodeNodeWithFileNamedSecurelyWithClassesAndError

func SKNodeNodeWithFileNamedSecurelyWithClassesAndError(filename *foundation.NSString, classes *foundation.NSSet[objc.Class]) (*SKNode, error)

func (*SKNode) AccessibilityChildren

func (o *SKNode) AccessibilityChildren() *foundation.NSArray[objc.ID]

func (*SKNode) AccessibilityFrame

func (o *SKNode) AccessibilityFrame() corefoundation.CGRect

func (*SKNode) AccessibilityHelp

func (o *SKNode) AccessibilityHelp() *foundation.NSString

func (*SKNode) AccessibilityHitTest

func (o *SKNode) AccessibilityHitTest(point corefoundation.CGPoint) objc.ID

Returns the frontmost user interface element in the element hierarchy.

func (*SKNode) AccessibilityLabel

func (o *SKNode) AccessibilityLabel() *foundation.NSString

func (*SKNode) AccessibilityParent

func (o *SKNode) AccessibilityParent() objc.ID

func (*SKNode) AccessibilityRole

func (o *SKNode) AccessibilityRole() *foundation.NSString

func (*SKNode) AccessibilityRoleDescription

func (o *SKNode) AccessibilityRoleDescription() *foundation.NSString

func (*SKNode) AccessibilitySubrole

func (o *SKNode) AccessibilitySubrole() *foundation.NSString

func (*SKNode) ActionForKey

func (o *SKNode) ActionForKey(key *foundation.NSString) *SKAction

Returns an action associated with a specific key.

func (*SKNode) AddChild

func (o *SKNode) AddChild(node *SKNode)

Adds a node to the end of the receiver’s list of child nodes.

func (*SKNode) Alpha

func (o *SKNode) Alpha() float64

Alpha of this node (multiplied by the output color to give the final result)

func (*SKNode) AttributeValues

Optional dictionary of SKAttributeValues Attributes can be used with custom SKShaders. DEPRECATED: Attributes are only available for node classes supporting SKShader (see SKSpriteNode etc.). Deprecated: since macOS 10.12.

func (*SKNode) CalculateAccumulatedFrame

func (o *SKNode) CalculateAccumulatedFrame() corefoundation.CGRect

Returns a rectangle in the parent’s coordinate system that contains the position and size of itself and all child nodes.

func (*SKNode) ChildNodeWithName

func (o *SKNode) ChildNodeWithName(name *foundation.NSString) *SKNode

Searches the children of the receiving node for a node with a specific name.

func (*SKNode) Children

func (o *SKNode) Children() *foundation.NSArray[*SKNode]

The children of this node.

func (*SKNode) Constraints

func (o *SKNode) Constraints() *foundation.NSArray[*SKConstraint]

Optional array of SKConstraints Constraints are evaluated each frame after actions and physics. The node's transform will be changed to satisfy the constraint.

func (*SKNode) ContainsPoint

func (o *SKNode) ContainsPoint(p corefoundation.CGPoint) bool

Returns a Boolean value that indicates whether a point lies inside the parent’s coordinate system.

func (*SKNode) ConvertPointFromNode

func (o *SKNode) ConvertPointFromNode(point corefoundation.CGPoint, node *SKNode) corefoundation.CGPoint

Converts a point from the coordinate system of another node in the node tree to the coordinate system of this node.

func (*SKNode) ConvertPointToNode

func (o *SKNode) ConvertPointToNode(point corefoundation.CGPoint, node *SKNode) corefoundation.CGPoint

Converts a point in this node’s coordinate system to the coordinate system of another node in the node tree.

func (*SKNode) EnumerateChildNodesWithNameUsing

func (o *SKNode) EnumerateChildNodesWithNameUsing(name *foundation.NSString, block func(*SKNode, *bool))

Searches the children of the receiving node to perform processing for nodes that share a name.

func (*SKNode) Frame

func (o *SKNode) Frame() corefoundation.CGRect

func (*SKNode) HasActions

func (o *SKNode) HasActions() bool

Returns a Boolean value that indicates whether the node is executing actions.

func (*SKNode) InParentHierarchy

func (o *SKNode) InParentHierarchy(parent *SKNode) bool

Returns a Boolean value that indicates whether the node is a descendant of the target node.

func (*SKNode) Init

func (o *SKNode) Init() *SKNode

Initializes a blank node.

func (*SKNode) InitWithCoder

func (o *SKNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKNode

Called when a node is initialized from an .sks file.

func (*SKNode) InsertChildAtIndex

func (o *SKNode) InsertChildAtIndex(node *SKNode, index int)

Inserts a node into a specific position in the receiver’s list of child nodes.

func (*SKNode) IntersectsNode

func (o *SKNode) IntersectsNode(node *SKNode) bool

Returns a Boolean value that indicates whether this node intersects the specified node.

func (*SKNode) IsAccessibilityElement

func (o *SKNode) IsAccessibilityElement() bool

func (*SKNode) IsAccessibilityEnabled

func (o *SKNode) IsAccessibilityEnabled() bool

func (*SKNode) IsEqualToNode

func (o *SKNode) IsEqualToNode(node *SKNode) bool

Compares the parameter node to the receiving node.

func (*SKNode) IsHidden

func (o *SKNode) IsHidden() bool

Controls whether or not the node and its children are rendered.

func (*SKNode) IsPaused

func (o *SKNode) IsPaused() bool

Controls whether or not the node's actions is updated or paused.

func (*SKNode) IsUserInteractionEnabled

func (o *SKNode) IsUserInteractionEnabled() bool

Controls whether or not the node receives touch events

func (*SKNode) MoveToParent

func (o *SKNode) MoveToParent(parent *SKNode)

Moves the node to a new parent node in the scene.

func (*SKNode) Name

func (o *SKNode) Name() *foundation.NSString

The client assignable name. In general, this should be unique among peers in the scene graph.

func (*SKNode) NodeAtPoint

func (o *SKNode) NodeAtPoint(p corefoundation.CGPoint) *SKNode

Returns the deepest visible descendant that intersects a point.

func (*SKNode) NodesAtPoint

func (o *SKNode) NodesAtPoint(p corefoundation.CGPoint) *foundation.NSArray[*SKNode]

Returns an array of all visible descendants that intersect a point.

func (*SKNode) ObjectForKeyedSubscript

func (o *SKNode) ObjectForKeyedSubscript(name *foundation.NSString) *foundation.NSArray[*SKNode]

Returns an array of nodes that match the name parameter.

func (*SKNode) Parent

func (o *SKNode) Parent() *SKNode

The parent of the node. If this is nil the node has not been added to another group and is thus the root node of its own graph.

func (*SKNode) PhysicsBody

func (o *SKNode) PhysicsBody() *SKPhysicsBody

Physics body attached to the node, with synchronized scale, rotation, and position

func (*SKNode) Position

func (o *SKNode) Position() corefoundation.CGPoint

The position of the node in the parent's coordinate system

func (*SKNode) ReachConstraints

func (o *SKNode) ReachConstraints() *SKReachConstraints

Kinematic constraints, used in IK solving

func (*SKNode) RemoveActionForKey

func (o *SKNode) RemoveActionForKey(key *foundation.NSString)

Removes an action associated with a specific key.

func (*SKNode) RemoveAllActions

func (o *SKNode) RemoveAllActions()

Ends and removes all actions from the node.

func (*SKNode) RemoveAllChildren

func (o *SKNode) RemoveAllChildren()

Removes all of the node’s children.

func (*SKNode) RemoveChildrenInArray

func (o *SKNode) RemoveChildrenInArray(nodes *foundation.NSArray[*SKNode])

Removes a list of children from the receiving node.

func (*SKNode) RemoveFromParent

func (o *SKNode) RemoveFromParent()

Removes the receiving node from its parent.

func (*SKNode) RunAction

func (o *SKNode) RunAction(action *SKAction)

Adds an action to the list of actions executed by the node.

func (*SKNode) RunActionCompletion

func (o *SKNode) RunActionCompletion(action *SKAction, block func())

Adds an action to the list of actions executed by the node and schedules the argument block to be run upon completion of the action.

func (*SKNode) RunActionWithKey

func (o *SKNode) RunActionWithKey(action *SKAction, key *foundation.NSString)

Adds an identifiable action to the list of actions executed by the node.

func (*SKNode) Scene

func (o *SKNode) Scene() *SKScene

The scene that the node is currently in.

func (*SKNode) SetAccessibilityChildren

func (o *SKNode) SetAccessibilityChildren(accessibilityChildren *foundation.NSArray[objc.ID])

func (*SKNode) SetAccessibilityElement

func (o *SKNode) SetAccessibilityElement(accessibilityElement bool)

func (*SKNode) SetAccessibilityEnabled

func (o *SKNode) SetAccessibilityEnabled(accessibilityEnabled bool)

func (*SKNode) SetAccessibilityFrame

func (o *SKNode) SetAccessibilityFrame(accessibilityFrame corefoundation.CGRect)

func (*SKNode) SetAccessibilityHelp

func (o *SKNode) SetAccessibilityHelp(accessibilityHelp *foundation.NSString)

func (*SKNode) SetAccessibilityLabel

func (o *SKNode) SetAccessibilityLabel(accessibilityLabel *foundation.NSString)

func (*SKNode) SetAccessibilityParent

func (o *SKNode) SetAccessibilityParent(accessibilityParent objc.ID)

func (*SKNode) SetAccessibilityRole

func (o *SKNode) SetAccessibilityRole(accessibilityRole *foundation.NSString)

func (*SKNode) SetAccessibilityRoleDescription

func (o *SKNode) SetAccessibilityRoleDescription(accessibilityRoleDescription *foundation.NSString)

func (*SKNode) SetAccessibilitySubrole

func (o *SKNode) SetAccessibilitySubrole(accessibilitySubrole *foundation.NSString)

func (*SKNode) SetAlpha

func (o *SKNode) SetAlpha(alpha float64)

func (*SKNode) SetAttributeValues deprecated

func (o *SKNode) SetAttributeValues(attributeValues *foundation.NSDictionary[*foundation.NSString, *SKAttributeValue])

Deprecated: since macOS 10.12.

func (*SKNode) SetConstraints

func (o *SKNode) SetConstraints(constraints *foundation.NSArray[*SKConstraint])

func (*SKNode) SetHidden

func (o *SKNode) SetHidden(hidden bool)

func (*SKNode) SetName

func (o *SKNode) SetName(name *foundation.NSString)

func (*SKNode) SetPaused

func (o *SKNode) SetPaused(paused bool)

func (*SKNode) SetPhysicsBody

func (o *SKNode) SetPhysicsBody(physicsBody *SKPhysicsBody)

func (*SKNode) SetPosition

func (o *SKNode) SetPosition(position corefoundation.CGPoint)

func (*SKNode) SetReachConstraints

func (o *SKNode) SetReachConstraints(reachConstraints *SKReachConstraints)

func (*SKNode) SetScale

func (o *SKNode) SetScale(scale float64)

Sets the xScale and yScale properties of the node.

func (*SKNode) SetSpeed

func (o *SKNode) SetSpeed(speed float64)

func (*SKNode) SetUserData

func (o *SKNode) SetUserData(userData *foundation.NSMutableDictionary[objc.ID, objc.ID])

func (*SKNode) SetUserInteractionEnabled

func (o *SKNode) SetUserInteractionEnabled(userInteractionEnabled bool)

func (*SKNode) SetValueForAttributeNamed

func (o *SKNode) SetValueForAttributeNamed(value *SKAttributeValue, key *foundation.NSString)

Sets an attribute value for an attached shader Deprecated: since macOS 10.12.

func (*SKNode) SetXScale

func (o *SKNode) SetXScale(xScale float64)

func (*SKNode) SetYScale

func (o *SKNode) SetYScale(yScale float64)

func (*SKNode) SetZPosition

func (o *SKNode) SetZPosition(zPosition float64)

func (*SKNode) SetZRotation

func (o *SKNode) SetZRotation(zRotation float64)

func (*SKNode) Speed

func (o *SKNode) Speed() float64

The speed multiplier applied to all actions run on this node. Inherited by its children.

func (*SKNode) UserData

func (o *SKNode) UserData() *foundation.NSMutableDictionary[objc.ID, objc.ID]

An optional dictionary that can be used to store your own data in a node. Defaults to nil.

func (*SKNode) ValueForAttributeNamed

func (o *SKNode) ValueForAttributeNamed(key *foundation.NSString) *SKAttributeValue

The value of a shader attribute. Deprecated: since macOS 10.12.

func (*SKNode) XScale

func (o *SKNode) XScale() float64

The scaling in the X axis

func (*SKNode) YScale

func (o *SKNode) YScale() float64

The scaling in the Y axis

func (*SKNode) ZPosition

func (o *SKNode) ZPosition() float64

The z-order of the node (used for ordering). Negative z is "into" the screen, Positive z is "out" of the screen. A greater zPosition will sort in front of a lesser zPosition.

func (*SKNode) ZRotation

func (o *SKNode) ZRotation() float64

The Euler rotation about the z axis (in radians)

type SKParticleRenderOrder

type SKParticleRenderOrder uint64

The order to use when the emitter’s particles are rendered.

const (
	// The particles are rendered from newest to oldest. This is the default value.
	SKParticleRenderOrderOldestLast SKParticleRenderOrder = 0
	// The particles are rendered from oldest to newest.
	SKParticleRenderOrderOldestFirst SKParticleRenderOrder = 1
	// The particles can be rendered in any order. SpriteKit may choose to reorder the particles to improve rendering performance.
	SKParticleRenderOrderDontCare SKParticleRenderOrder = 2
)

func (SKParticleRenderOrder) String

func (e SKParticleRenderOrder) String() string

type SKPhysicsBody

type SKPhysicsBody struct {
	foundation.NSObject
}

An object that adds physics simulation to a node.

Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsbody

func SKPhysicsBodyBodyWithBodies

func SKPhysicsBodyBodyWithBodies(bodies *foundation.NSArray[*SKPhysicsBody]) *SKPhysicsBody

Creates a physics body that’s shaped like a union of the argument physics bodies.

func SKPhysicsBodyBodyWithCircleOfRadius

func SKPhysicsBodyBodyWithCircleOfRadius(r float64) *SKPhysicsBody

Creates a circular physics body centered on the owning node’s origin.

func SKPhysicsBodyBodyWithCircleOfRadiusCenter

func SKPhysicsBodyBodyWithCircleOfRadiusCenter(r float64, center corefoundation.CGPoint) *SKPhysicsBody

Creates a circular physics body centered on an arbitrary point.

func SKPhysicsBodyBodyWithEdgeChainFromPath

func SKPhysicsBodyBodyWithEdgeChainFromPath(path unsafe.Pointer) *SKPhysicsBody

Creates an edge chain from a path.

func SKPhysicsBodyBodyWithEdgeFromPointToPoint

func SKPhysicsBodyBodyWithEdgeFromPointToPoint(p1 corefoundation.CGPoint, p2 corefoundation.CGPoint) *SKPhysicsBody

Creates an edge between two points.

func SKPhysicsBodyBodyWithEdgeLoopFromPath

func SKPhysicsBodyBodyWithEdgeLoopFromPath(path unsafe.Pointer) *SKPhysicsBody

Creates an edge loop from a path.

func SKPhysicsBodyBodyWithEdgeLoopFromRect

func SKPhysicsBodyBodyWithEdgeLoopFromRect(rect corefoundation.CGRect) *SKPhysicsBody

Creates an edge loop from a rectangle.

func SKPhysicsBodyBodyWithPolygonFromPath

func SKPhysicsBodyBodyWithPolygonFromPath(path unsafe.Pointer) *SKPhysicsBody

Creates a polygonal physics body.

func SKPhysicsBodyBodyWithRectangleOfSize

func SKPhysicsBodyBodyWithRectangleOfSize(s corefoundation.CGSize) *SKPhysicsBody

Creates a rectangular physics body centered on the owning node’s origin.

func SKPhysicsBodyBodyWithRectangleOfSizeCenter

func SKPhysicsBodyBodyWithRectangleOfSizeCenter(s corefoundation.CGSize, center corefoundation.CGPoint) *SKPhysicsBody

Creates a rectangular physics body centered on an arbitrary point.

func SKPhysicsBodyBodyWithTextureAlphaThresholdSize

func SKPhysicsBodyBodyWithTextureAlphaThresholdSize(texture *SKTexture, alphaThreshold float32, size corefoundation.CGSize) *SKPhysicsBody

Creates a physics body from the contents of a texture, capturing only the texels that exceed a specified transparency value.

func SKPhysicsBodyBodyWithTextureSize

func SKPhysicsBodyBodyWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKPhysicsBody

Creates a physics body from the contents of a texture.

func SKPhysicsBodyFromID

func SKPhysicsBodyFromID(id objc.ID) *SKPhysicsBody

func (*SKPhysicsBody) AffectedByGravity

func (o *SKPhysicsBody) AffectedByGravity() bool

Bodies are affected by field forces such as gravity if this property is set and the field's category mask is set appropriately. The default value is YES. @discussion If this is set a force is applied to the object based on the mass. Set the field force vector in the scene to modify the strength of the force.

func (*SKPhysicsBody) AllContactedBodies

func (o *SKPhysicsBody) AllContactedBodies() *foundation.NSArray[*SKPhysicsBody]

The physics bodies that this physics body is in contact with.

func (*SKPhysicsBody) AllowsRotation

func (o *SKPhysicsBody) AllowsRotation() bool

func (*SKPhysicsBody) AngularDamping

func (o *SKPhysicsBody) AngularDamping() float64

Optionally reduce the body's angular velocity each frame to simulate rotational friction. (0.0 - 1.0). Defaults to 0.1

func (*SKPhysicsBody) AngularVelocity

func (o *SKPhysicsBody) AngularVelocity() float64

func (*SKPhysicsBody) ApplyAngularImpulse

func (o *SKPhysicsBody) ApplyAngularImpulse(impulse float64)

Applies an impulse that imparts angular momentum to an object.

func (*SKPhysicsBody) ApplyForce

func (o *SKPhysicsBody) ApplyForce(force corefoundation.CGVector)

Applies a force to the center of gravity of a physics body.

func (*SKPhysicsBody) ApplyForceAtPoint

func (o *SKPhysicsBody) ApplyForceAtPoint(force corefoundation.CGVector, point corefoundation.CGPoint)

Applies a force to a specific point of a physics body.

func (*SKPhysicsBody) ApplyImpulse

func (o *SKPhysicsBody) ApplyImpulse(impulse corefoundation.CGVector)

Applies an impulse to the center of gravity of a physics body.

func (*SKPhysicsBody) ApplyImpulseAtPoint

func (o *SKPhysicsBody) ApplyImpulseAtPoint(impulse corefoundation.CGVector, point corefoundation.CGPoint)

Applies an impulse to a specific point of a physics body.

func (*SKPhysicsBody) ApplyTorque

func (o *SKPhysicsBody) ApplyTorque(torque float64)

Applies torque to an object.

func (*SKPhysicsBody) Area

func (o *SKPhysicsBody) Area() float64

The area of the body. @discussion The unit is arbitrary, as long as the relative areas are consistent throughout the application.

func (*SKPhysicsBody) CategoryBitMask

func (o *SKPhysicsBody) CategoryBitMask() uint32

Defines what logical 'categories' this body belongs to. Defaults to all bits set (all categories).

func (*SKPhysicsBody) Charge

func (o *SKPhysicsBody) Charge() float64

Specifies the charge on the body. Charge determines the degree to which a body is affected by electric and magnetic fields. Note that this is a unitless quantity, it is up to the developer to set charge and field strength appropriately. Defaults to 0.0

func (*SKPhysicsBody) CollisionBitMask

func (o *SKPhysicsBody) CollisionBitMask() uint32

Defines what logical 'categories' of bodies this body responds to collisions with. Defaults to all bits set (all categories).

func (*SKPhysicsBody) ContactTestBitMask

func (o *SKPhysicsBody) ContactTestBitMask() uint32

Defines what logical 'categories' of bodies this body generates intersection notifications with. Defaults to all bits cleared (no categories).

func (*SKPhysicsBody) Density

func (o *SKPhysicsBody) Density() float64

The density of the body. @discussion The unit is arbitrary, as long as the relative densities are consistent throughout the application. Note that density and mass are inherently related (they are directly proportional), so changing one also changes the other. Both are provided so either can be used depending on what is more relevant to your usage.

func (*SKPhysicsBody) FieldBitMask

func (o *SKPhysicsBody) FieldBitMask() uint32

Defines what logical 'categories' of fields this body responds to. Defaults to all bits set (all categories). Can be forced off via affectedByGravity.

func (*SKPhysicsBody) Friction

func (o *SKPhysicsBody) Friction() float64

Determines the 'roughness' for the surface of the physics body (0.0 - 1.0). Defaults to 0.2

func (*SKPhysicsBody) IsDynamic

func (o *SKPhysicsBody) IsDynamic() bool

func (*SKPhysicsBody) IsResting

func (o *SKPhysicsBody) IsResting() bool

If the physics simulation has determined that this body is at rest it may set the resting property to YES. Resting bodies do not participate in the simulation until some collision with a non-resting object, or an impulse is applied, that unrests it. If all bodies in the world are resting then the simulation as a whole is "at rest".

func (*SKPhysicsBody) Joints

func (*SKPhysicsBody) LinearDamping

func (o *SKPhysicsBody) LinearDamping() float64

Optionally reduce the body's linear velocity each frame to simulate fluid/air friction. Value should be zero or greater. Defaults to 0.1. Used in conjunction with per frame impulses, an object can be made to move at a constant speed. For example, if an object 64 points in size and default density and a linearDamping of 25 will slide across the screen in a few seconds if an impulse of magnitude 10 is applied every update.

func (*SKPhysicsBody) Mass

func (o *SKPhysicsBody) Mass() float64

The mass of the body. @discussion The unit is arbitrary, as long as the relative masses are consistent throughout the application. Note that density and mass are inherently related (they are directly proportional), so changing one also changes the other. Both are provided so either can be used depending on what is more relevant to your usage.

func (*SKPhysicsBody) Node

func (o *SKPhysicsBody) Node() *SKNode

The representedObject this physicsBody is currently bound to, or nil if it is not.

func (*SKPhysicsBody) Pinned

func (o *SKPhysicsBody) Pinned() bool

func (*SKPhysicsBody) Restitution

func (o *SKPhysicsBody) Restitution() float64

Determines the 'bounciness' of the physics body (0.0 - 1.0). Defaults to 0.2

func (*SKPhysicsBody) SetAffectedByGravity

func (o *SKPhysicsBody) SetAffectedByGravity(affectedByGravity bool)

func (*SKPhysicsBody) SetAllowsRotation

func (o *SKPhysicsBody) SetAllowsRotation(allowsRotation bool)

func (*SKPhysicsBody) SetAngularDamping

func (o *SKPhysicsBody) SetAngularDamping(angularDamping float64)

func (*SKPhysicsBody) SetAngularVelocity

func (o *SKPhysicsBody) SetAngularVelocity(angularVelocity float64)

func (*SKPhysicsBody) SetCategoryBitMask

func (o *SKPhysicsBody) SetCategoryBitMask(categoryBitMask uint32)

func (*SKPhysicsBody) SetCharge

func (o *SKPhysicsBody) SetCharge(charge float64)

func (*SKPhysicsBody) SetCollisionBitMask

func (o *SKPhysicsBody) SetCollisionBitMask(collisionBitMask uint32)

func (*SKPhysicsBody) SetContactTestBitMask

func (o *SKPhysicsBody) SetContactTestBitMask(contactTestBitMask uint32)

func (*SKPhysicsBody) SetDensity

func (o *SKPhysicsBody) SetDensity(density float64)

func (*SKPhysicsBody) SetDynamic

func (o *SKPhysicsBody) SetDynamic(dynamic bool)

func (*SKPhysicsBody) SetFieldBitMask

func (o *SKPhysicsBody) SetFieldBitMask(fieldBitMask uint32)

func (*SKPhysicsBody) SetFriction

func (o *SKPhysicsBody) SetFriction(friction float64)

func (*SKPhysicsBody) SetLinearDamping

func (o *SKPhysicsBody) SetLinearDamping(linearDamping float64)

func (*SKPhysicsBody) SetMass

func (o *SKPhysicsBody) SetMass(mass float64)

func (*SKPhysicsBody) SetPinned

func (o *SKPhysicsBody) SetPinned(pinned bool)

func (*SKPhysicsBody) SetResting

func (o *SKPhysicsBody) SetResting(resting bool)

func (*SKPhysicsBody) SetRestitution

func (o *SKPhysicsBody) SetRestitution(restitution float64)

func (*SKPhysicsBody) SetUsesPreciseCollisionDetection

func (o *SKPhysicsBody) SetUsesPreciseCollisionDetection(usesPreciseCollisionDetection bool)

func (*SKPhysicsBody) SetVelocity

func (o *SKPhysicsBody) SetVelocity(velocity corefoundation.CGVector)

func (*SKPhysicsBody) UsesPreciseCollisionDetection

func (o *SKPhysicsBody) UsesPreciseCollisionDetection() bool

func (*SKPhysicsBody) Velocity

func (o *SKPhysicsBody) Velocity() corefoundation.CGVector

type SKPhysicsContact

type SKPhysicsContact struct {
	foundation.NSObject
}

A description of the contact between two physics bodies.

Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicscontact

func SKPhysicsContactFromID

func SKPhysicsContactFromID(id objc.ID) *SKPhysicsContact

func (*SKPhysicsContact) BodyA

func (o *SKPhysicsContact) BodyA() *SKPhysicsBody

func (*SKPhysicsContact) BodyB

func (o *SKPhysicsContact) BodyB() *SKPhysicsBody

func (*SKPhysicsContact) CollisionImpulse

func (o *SKPhysicsContact) CollisionImpulse() float64

func (*SKPhysicsContact) ContactNormal

func (o *SKPhysicsContact) ContactNormal() corefoundation.CGVector

func (*SKPhysicsContact) ContactPoint

func (o *SKPhysicsContact) ContactPoint() corefoundation.CGPoint

type SKPhysicsContactDelegate

type SKPhysicsContactDelegate interface {
}

SKPhysicsContactDelegate wraps the ObjC protocol SKPhysicsContactDelegate.

type SKPhysicsJoint

type SKPhysicsJoint struct {
	foundation.NSObject
}

The abstract superclass for objects that connect physics bodies.

Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjoint

func SKPhysicsJointFromID

func SKPhysicsJointFromID(id objc.ID) *SKPhysicsJoint

func (*SKPhysicsJoint) BodyA

func (o *SKPhysicsJoint) BodyA() *SKPhysicsBody

func (*SKPhysicsJoint) BodyB

func (o *SKPhysicsJoint) BodyB() *SKPhysicsBody

func (*SKPhysicsJoint) ReactionForce

func (o *SKPhysicsJoint) ReactionForce() corefoundation.CGVector

func (*SKPhysicsJoint) ReactionTorque

func (o *SKPhysicsJoint) ReactionTorque() float64

func (*SKPhysicsJoint) SetBodyA

func (o *SKPhysicsJoint) SetBodyA(bodyA *SKPhysicsBody)

func (*SKPhysicsJoint) SetBodyB

func (o *SKPhysicsJoint) SetBodyB(bodyB *SKPhysicsBody)

type SKPhysicsJointFixed

type SKPhysicsJointFixed struct {
	SKPhysicsJoint
}

A joint that fuses two physics bodies together at a reference point.

Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjointfixed

func SKPhysicsJointFixedFromID

func SKPhysicsJointFixedFromID(id objc.ID) *SKPhysicsJointFixed

func SKPhysicsJointFixedJointWithBodyABodyBAnchor

func SKPhysicsJointFixedJointWithBodyABodyBAnchor(bodyA *SKPhysicsBody, bodyB *SKPhysicsBody, anchor corefoundation.CGPoint) *SKPhysicsJointFixed

Creates a new fixed joint.

type SKPhysicsJointLimit

type SKPhysicsJointLimit struct {
	SKPhysicsJoint
}

A joint that imposes a maximum distance between two physics bodies, as if they were connected by a rope.

Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjointlimit

func SKPhysicsJointLimitFromID

func SKPhysicsJointLimitFromID(id objc.ID) *SKPhysicsJointLimit

func SKPhysicsJointLimitJointWithBodyABodyBAnchorAAnchorB

func SKPhysicsJointLimitJointWithBodyABodyBAnchorAAnchorB(bodyA *SKPhysicsBody, bodyB *SKPhysicsBody, anchorA corefoundation.CGPoint, anchorB corefoundation.CGPoint) *SKPhysicsJointLimit

Creates a new limit joint.

func (*SKPhysicsJointLimit) MaxLength

func (o *SKPhysicsJointLimit) MaxLength() float64

func (*SKPhysicsJointLimit) SetMaxLength

func (o *SKPhysicsJointLimit) SetMaxLength(maxLength float64)

type SKPhysicsJointPin

type SKPhysicsJointPin struct {
	SKPhysicsJoint
}

A joint that pins together two physics bodies, allowing independent rotation.

Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjointpin

func SKPhysicsJointPinFromID

func SKPhysicsJointPinFromID(id objc.ID) *SKPhysicsJointPin

func SKPhysicsJointPinJointWithBodyABodyBAnchor

func SKPhysicsJointPinJointWithBodyABodyBAnchor(bodyA *SKPhysicsBody, bodyB *SKPhysicsBody, anchor corefoundation.CGPoint) *SKPhysicsJointPin

Creates a new pin joint.

func (*SKPhysicsJointPin) FrictionTorque

func (o *SKPhysicsJointPin) FrictionTorque() float64

func (*SKPhysicsJointPin) LowerAngleLimit

func (o *SKPhysicsJointPin) LowerAngleLimit() float64

func (*SKPhysicsJointPin) RotationSpeed

func (o *SKPhysicsJointPin) RotationSpeed() float64

func (*SKPhysicsJointPin) SetFrictionTorque

func (o *SKPhysicsJointPin) SetFrictionTorque(frictionTorque float64)

func (*SKPhysicsJointPin) SetLowerAngleLimit

func (o *SKPhysicsJointPin) SetLowerAngleLimit(lowerAngleLimit float64)

func (*SKPhysicsJointPin) SetRotationSpeed

func (o *SKPhysicsJointPin) SetRotationSpeed(rotationSpeed float64)

func (*SKPhysicsJointPin) SetShouldEnableLimits

func (o *SKPhysicsJointPin) SetShouldEnableLimits(shouldEnableLimits bool)

func (*SKPhysicsJointPin) SetUpperAngleLimit

func (o *SKPhysicsJointPin) SetUpperAngleLimit(upperAngleLimit float64)

func (*SKPhysicsJointPin) ShouldEnableLimits

func (o *SKPhysicsJointPin) ShouldEnableLimits() bool

func (*SKPhysicsJointPin) UpperAngleLimit

func (o *SKPhysicsJointPin) UpperAngleLimit() float64

type SKPhysicsJointSliding

type SKPhysicsJointSliding struct {
	SKPhysicsJoint
}

A joint that allows two physics bodies to slide along an axis.

Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjointsliding

func SKPhysicsJointSlidingFromID

func SKPhysicsJointSlidingFromID(id objc.ID) *SKPhysicsJointSliding

func SKPhysicsJointSlidingJointWithBodyABodyBAnchorAxis

func SKPhysicsJointSlidingJointWithBodyABodyBAnchorAxis(bodyA *SKPhysicsBody, bodyB *SKPhysicsBody, anchor corefoundation.CGPoint, axis corefoundation.CGVector) *SKPhysicsJointSliding

Creates a new sliding joint.

func (*SKPhysicsJointSliding) LowerDistanceLimit

func (o *SKPhysicsJointSliding) LowerDistanceLimit() float64

func (*SKPhysicsJointSliding) SetLowerDistanceLimit

func (o *SKPhysicsJointSliding) SetLowerDistanceLimit(lowerDistanceLimit float64)

func (*SKPhysicsJointSliding) SetShouldEnableLimits

func (o *SKPhysicsJointSliding) SetShouldEnableLimits(shouldEnableLimits bool)

func (*SKPhysicsJointSliding) SetUpperDistanceLimit

func (o *SKPhysicsJointSliding) SetUpperDistanceLimit(upperDistanceLimit float64)

func (*SKPhysicsJointSliding) ShouldEnableLimits

func (o *SKPhysicsJointSliding) ShouldEnableLimits() bool

func (*SKPhysicsJointSliding) UpperDistanceLimit

func (o *SKPhysicsJointSliding) UpperDistanceLimit() float64

type SKPhysicsJointSpring

type SKPhysicsJointSpring struct {
	SKPhysicsJoint
}

A joint that simulates a spring connecting two physics bodies.

Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjointspring

func SKPhysicsJointSpringFromID

func SKPhysicsJointSpringFromID(id objc.ID) *SKPhysicsJointSpring

func SKPhysicsJointSpringJointWithBodyABodyBAnchorAAnchorB

func SKPhysicsJointSpringJointWithBodyABodyBAnchorAAnchorB(bodyA *SKPhysicsBody, bodyB *SKPhysicsBody, anchorA corefoundation.CGPoint, anchorB corefoundation.CGPoint) *SKPhysicsJointSpring

Creates a new spring joint.

func (*SKPhysicsJointSpring) Damping

func (o *SKPhysicsJointSpring) Damping() float64

func (*SKPhysicsJointSpring) Frequency

func (o *SKPhysicsJointSpring) Frequency() float64

func (*SKPhysicsJointSpring) SetDamping

func (o *SKPhysicsJointSpring) SetDamping(damping float64)

func (*SKPhysicsJointSpring) SetFrequency

func (o *SKPhysicsJointSpring) SetFrequency(frequency float64)

type SKPhysicsWorld

type SKPhysicsWorld struct {
	foundation.NSObject
}

The driver of the physics engine in a scene; it exposes the ability for you to configure and query the physics system.

Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsworld

func SKPhysicsWorldFromID

func SKPhysicsWorldFromID(id objc.ID) *SKPhysicsWorld

func (*SKPhysicsWorld) AddJoint

func (o *SKPhysicsWorld) AddJoint(joint *SKPhysicsJoint)

Adds a joint to the physics world.

func (*SKPhysicsWorld) BodyAlongRayStartEnd

func (o *SKPhysicsWorld) BodyAlongRayStartEnd(start corefoundation.CGPoint, end corefoundation.CGPoint) *SKPhysicsBody

Searches for the first physics body that intersects a ray.

func (*SKPhysicsWorld) BodyAtPoint

func (o *SKPhysicsWorld) BodyAtPoint(point corefoundation.CGPoint) *SKPhysicsBody

Searches for the first physics body that contains a point.

func (*SKPhysicsWorld) BodyInRect

func (o *SKPhysicsWorld) BodyInRect(rect corefoundation.CGRect) *SKPhysicsBody

Searches for the first physics body that intersects the specified rectangle.

func (*SKPhysicsWorld) ContactDelegate

func (o *SKPhysicsWorld) ContactDelegate() SKPhysicsContactDelegate

func (*SKPhysicsWorld) EnumerateBodiesAlongRayStartEndUsing

func (o *SKPhysicsWorld) EnumerateBodiesAlongRayStartEndUsing(start corefoundation.CGPoint, end corefoundation.CGPoint, block objc.Block)

Enumerates all the physics bodies in the scene that intersect a ray.

func (*SKPhysicsWorld) EnumerateBodiesAtPointUsing

func (o *SKPhysicsWorld) EnumerateBodiesAtPointUsing(point corefoundation.CGPoint, block func(*SKPhysicsBody, *bool))

Enumerates all the physics bodies in the scene that contain a point.

func (*SKPhysicsWorld) EnumerateBodiesInRectUsing

func (o *SKPhysicsWorld) EnumerateBodiesInRectUsing(rect corefoundation.CGRect, block func(*SKPhysicsBody, *bool))

Enumerates all the physics bodies in the scene that intersect the specified rectangle.

func (*SKPhysicsWorld) Gravity

func (o *SKPhysicsWorld) Gravity() corefoundation.CGVector

A global 2D vector specifying the field force acceleration due to gravity. The unit is meters per second so standard earth gravity would be { 0.0, +/-9.8 }.

func (*SKPhysicsWorld) RemoveAllJoints

func (o *SKPhysicsWorld) RemoveAllJoints()

Removes all joints from the physics world.

func (*SKPhysicsWorld) RemoveJoint

func (o *SKPhysicsWorld) RemoveJoint(joint *SKPhysicsJoint)

Removes a specific joint from the physics world.

func (*SKPhysicsWorld) SampleFieldsAt

func (o *SKPhysicsWorld) SampleFieldsAt(position unsafe.Pointer) unsafe.Pointer

Samples all of the field nodes in the scene and returns the summation of their forces at that point.

func (*SKPhysicsWorld) SetContactDelegate

func (o *SKPhysicsWorld) SetContactDelegate(contactDelegate SKPhysicsContactDelegate)

func (*SKPhysicsWorld) SetGravity

func (o *SKPhysicsWorld) SetGravity(gravity corefoundation.CGVector)

func (*SKPhysicsWorld) SetSpeed

func (o *SKPhysicsWorld) SetSpeed(speed float64)

func (*SKPhysicsWorld) Speed

func (o *SKPhysicsWorld) Speed() float64

type SKRange

type SKRange struct {
	foundation.NSObject
}

A definition of a range of floating-point values.

Apple documentation: https://developer.apple.com/documentation/spritekit/skrange

func SKRangeFromID

func SKRangeFromID(id objc.ID) *SKRange

func SKRangeRangeWithConstantValue

func SKRangeRangeWithConstantValue(value float64) *SKRange

Creates and initializes a new range object that specifies a constant value.

func SKRangeRangeWithLowerLimit

func SKRangeRangeWithLowerLimit(lower float64) *SKRange

Creates and initializes a new range object that specifies only a minimum value.

func SKRangeRangeWithLowerLimitUpperLimit

func SKRangeRangeWithLowerLimitUpperLimit(lower float64, upper float64) *SKRange

Creates and initializes a new range object.

func SKRangeRangeWithNoLimits

func SKRangeRangeWithNoLimits() *SKRange

Creates and initializes a new range object that encompasses all possible values.

func SKRangeRangeWithUpperLimit

func SKRangeRangeWithUpperLimit(upper float64) *SKRange

Creates and initializes a new range object that specifies only a maximum value.

func SKRangeRangeWithValueVariance

func SKRangeRangeWithValueVariance(value float64, variance float64) *SKRange

Creates and initializes a new range object using a value and a maximum distance from that value.

func (*SKRange) InitWithLowerLimitUpperLimit

func (o *SKRange) InitWithLowerLimitUpperLimit(lower float64, upper float64) *SKRange

Initializes a new range object.

func (*SKRange) LowerLimit

func (o *SKRange) LowerLimit() float64

func (*SKRange) SetLowerLimit

func (o *SKRange) SetLowerLimit(lowerLimit float64)

func (*SKRange) SetUpperLimit

func (o *SKRange) SetUpperLimit(upperLimit float64)

func (*SKRange) UpperLimit

func (o *SKRange) UpperLimit() float64

type SKReachConstraints

type SKReachConstraints struct {
	foundation.NSObject
}

A specification of the degree of freedom when solving inverse kinematics.

Apple documentation: https://developer.apple.com/documentation/spritekit/skreachconstraints

func SKReachConstraintsFromID

func SKReachConstraintsFromID(id objc.ID) *SKReachConstraints

func (*SKReachConstraints) InitWithLowerAngleLimitUpperAngleLimit

func (o *SKReachConstraints) InitWithLowerAngleLimitUpperAngleLimit(lowerAngleLimit float64, upperAngleLimit float64) *SKReachConstraints

Initializes a new reach constraint object.

func (*SKReachConstraints) LowerAngleLimit

func (o *SKReachConstraints) LowerAngleLimit() float64

Lower angle limit in radians

func (*SKReachConstraints) SetLowerAngleLimit

func (o *SKReachConstraints) SetLowerAngleLimit(lowerAngleLimit float64)

func (*SKReachConstraints) SetUpperAngleLimit

func (o *SKReachConstraints) SetUpperAngleLimit(upperAngleLimit float64)

func (*SKReachConstraints) UpperAngleLimit

func (o *SKReachConstraints) UpperAngleLimit() float64

Upper angle limit in radians

type SKReferenceNode

type SKReferenceNode struct {
	SKNode
}

A node that’s defined in an archived .sks file.

Apple documentation: https://developer.apple.com/documentation/spritekit/skreferencenode

func SKReferenceNodeFromID

func SKReferenceNodeFromID(id objc.ID) *SKReferenceNode

func SKReferenceNodeReferenceNodeWithFileNamed

func SKReferenceNodeReferenceNodeWithFileNamed(fileName *foundation.NSString) *SKReferenceNode

Creates a reference node from a file in the app’s main bundle.

func SKReferenceNodeReferenceNodeWithURL

func SKReferenceNodeReferenceNodeWithURL(referenceURL *foundation.NSURL) *SKReferenceNode

Creates a reference node from a URL.

func (*SKReferenceNode) DidLoadReferenceNode

func (o *SKReferenceNode) DidLoadReferenceNode(node *SKNode)

A method called by SpriteKit after the reference node’s contents are loaded.

func (*SKReferenceNode) InitWithCoder

func (o *SKReferenceNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKReferenceNode

A method that initializes a reference node from an archive.

func (*SKReferenceNode) InitWithFileNamed

func (o *SKReferenceNode) InitWithFileNamed(fileName *foundation.NSString) *SKReferenceNode

Initializes a reference node from a file in the app’s main bundle.

func (*SKReferenceNode) InitWithURL

func (o *SKReferenceNode) InitWithURL(url *foundation.NSURL) *SKReferenceNode

Initializes a reference node from a URL.

func (*SKReferenceNode) ResolveReferenceNode

func (o *SKReferenceNode) ResolveReferenceNode()

Loads the reference node’s content and adds it as a new child node.

type SKRegion

type SKRegion struct {
	foundation.NSObject
}

The definition of an arbitrary area.

Apple documentation: https://developer.apple.com/documentation/spritekit/skregion

func SKRegionFromID

func SKRegionFromID(id objc.ID) *SKRegion

func SKRegionInfiniteRegion

func SKRegionInfiniteRegion() *SKRegion

Returns a region that defines a region that includes all points.

func (*SKRegion) ContainsPoint

func (o *SKRegion) ContainsPoint(point corefoundation.CGPoint) bool

Returns a Boolean value that indicates whether a particular point is contained in the region.

func (*SKRegion) InitWithPath

func (o *SKRegion) InitWithPath(path unsafe.Pointer) *SKRegion

Initializes a new region using a Core Graphics path.

func (*SKRegion) InitWithRadius

func (o *SKRegion) InitWithRadius(radius float32) *SKRegion

Initializes a new region with a circular area.

func (*SKRegion) InitWithSize

func (o *SKRegion) InitWithSize(size corefoundation.CGSize) *SKRegion

Initializes a new region with a rectangular area.

func (*SKRegion) InverseRegion

func (o *SKRegion) InverseRegion() *SKRegion

Returns a new region that is the mathematical inverse of an existing region.

func (*SKRegion) Path

func (o *SKRegion) Path() unsafe.Pointer

func (*SKRegion) RegionByDifferenceFromRegion

func (o *SKRegion) RegionByDifferenceFromRegion(region *SKRegion) *SKRegion

Returns a new region created by subtracting the contents of another region from this region.

func (*SKRegion) RegionByIntersectionWithRegion

func (o *SKRegion) RegionByIntersectionWithRegion(region *SKRegion) *SKRegion

Returns a new region created by intersecting the contents of this region with another region.

func (*SKRegion) RegionByUnionWithRegion

func (o *SKRegion) RegionByUnionWithRegion(region *SKRegion) *SKRegion

Returns a new region created by combining the contents of this region with another region.

type SKRenderer

type SKRenderer struct {
	foundation.NSObject
}

An object that renders a scene into a custom Metal rendering pipeline and drives the scene update cycle.

Apple documentation: https://developer.apple.com/documentation/spritekit/skrenderer

func SKRendererFromID

func SKRendererFromID(id objc.ID) *SKRenderer

func SKRendererRendererWithDevice

func SKRendererRendererWithDevice(device metal.MTLDevice) *SKRenderer

Initializes with a specific GPU to render into.

func (*SKRenderer) IgnoresSiblingOrder

func (o *SKRenderer) IgnoresSiblingOrder() bool

Ignores sibling and traversal order to sort the rendered contents of a scene into the most efficient batching possible. This will require zPosition to be used in the scenes to properly guarantee elements are in front or behind each other. This defaults to NO, meaning that sibling order overrides efficiency heuristics in the rendering of the scenes in the view. Setting this to YES for a complex scene may substantially increase performance, but care must be taken as only zPosition determines render order before the efficiency heuristics are used.

func (*SKRenderer) RenderWithViewportCommandBufferRenderPassDescriptor

func (o *SKRenderer) RenderWithViewportCommandBufferRenderPassDescriptor(viewport corefoundation.CGRect, commandBuffer metal.MTLCommandBuffer, renderPassDescriptor *metal.MTLRenderPassDescriptor)

Render the scene content in the specified Metal command buffer. @param viewport The pixel dimensions in which to render. @param commandBuffer The Metal command buffer in which SpriteKit should schedule rendering commands. @param renderPassDescriptor The Metal render pass descriptor describing the rendering target.

func (*SKRenderer) RenderWithViewportRenderCommandEncoderRenderPassDescriptorCommandQueue

func (o *SKRenderer) RenderWithViewportRenderCommandEncoderRenderPassDescriptorCommandQueue(viewport corefoundation.CGRect, renderCommandEncoder metal.MTLRenderCommandEncoder, renderPassDescriptor *metal.MTLRenderPassDescriptor, commandQueue metal.MTLCommandQueue)

Render the scene content using a specific Metal command encoder. @param viewport The pixel dimensions in which to render. @param renderCommandEncoder The Metal render command encoder that SpriteKit will use to encode rendering commands. This method will not call endEncoding. @param renderPassDescriptor The Metal render pass descriptor describing the rendering target. @param commandQueue The Metal command queue.

func (*SKRenderer) Scene

func (o *SKRenderer) Scene() *SKScene

The currently presented scene, otherwise nil. If in a transition, the 'incoming' scene is returned.

func (*SKRenderer) SetIgnoresSiblingOrder

func (o *SKRenderer) SetIgnoresSiblingOrder(ignoresSiblingOrder bool)

func (*SKRenderer) SetScene

func (o *SKRenderer) SetScene(scene *SKScene)

func (*SKRenderer) SetShouldCullNonVisibleNodes

func (o *SKRenderer) SetShouldCullNonVisibleNodes(shouldCullNonVisibleNodes bool)

func (*SKRenderer) SetShowsDrawCount

func (o *SKRenderer) SetShowsDrawCount(showsDrawCount bool)

func (*SKRenderer) SetShowsFields

func (o *SKRenderer) SetShowsFields(showsFields bool)

func (*SKRenderer) SetShowsNodeCount

func (o *SKRenderer) SetShowsNodeCount(showsNodeCount bool)

func (*SKRenderer) SetShowsPhysics

func (o *SKRenderer) SetShowsPhysics(showsPhysics bool)

func (*SKRenderer) SetShowsQuadCount

func (o *SKRenderer) SetShowsQuadCount(showsQuadCount bool)

func (*SKRenderer) ShouldCullNonVisibleNodes

func (o *SKRenderer) ShouldCullNonVisibleNodes() bool

A boolean that indicated whether non-visible nodes should be automatically culled when rendering.

func (*SKRenderer) ShowsDrawCount

func (o *SKRenderer) ShowsDrawCount() bool

Toggles display of performance stats when rendering. All default to false.

func (*SKRenderer) ShowsFields

func (o *SKRenderer) ShowsFields() bool

func (*SKRenderer) ShowsNodeCount

func (o *SKRenderer) ShowsNodeCount() bool

func (*SKRenderer) ShowsPhysics

func (o *SKRenderer) ShowsPhysics() bool

func (*SKRenderer) ShowsQuadCount

func (o *SKRenderer) ShowsQuadCount() bool

func (*SKRenderer) UpdateAtTime

func (o *SKRenderer) UpdateAtTime(currentTime float64)

Update the scene at the specified system time. @param currentTime The timestamp in seconds.

type SKRepeatMode

type SKRepeatMode int64

The modes used to determine how the sequence repeats.

const (
	// When a sample is calculated, the time value is clamped to the range of time values found in the sequence. For example, if the last keyframe’s time value is 0.5, a sample at any time value from 0.5 to 1.0 returns the last keyframe’s value.
	SKRepeatModeClamp SKRepeatMode = 1
	// When a sample is calculated, the sequence loops back to the beginning of the sequence. For example, if the last keyframe’s time value is 0.5, then a sample at any time value from 0.5 to 1.0 returns the same value as the sequence did from 0.0 to 0.5.
	SKRepeatModeLoop SKRepeatMode = 2
)

func (SKRepeatMode) String

func (e SKRepeatMode) String() string

type SKScene

type SKScene struct {
	SKEffectNode
}

An object that organizes all of the active SpriteKit content.

Apple documentation: https://developer.apple.com/documentation/spritekit/skscene

func SKSceneFromID

func SKSceneFromID(id objc.ID) *SKScene

func SKSceneSceneWithSize

func SKSceneSceneWithSize(size corefoundation.CGSize) *SKScene

Creates and returns a new scene object.

func (*SKScene) AnchorPoint

func (o *SKScene) AnchorPoint() corefoundation.CGPoint

Used to choose the origin of the scene's coordinate system

func (*SKScene) AudioEngine

func (o *SKScene) AudioEngine() *avfaudio.AVAudioEngine

func (*SKScene) BackgroundColor

func (o *SKScene) BackgroundColor() *appkit.NSColor

Background color, defaults to gray

func (*SKScene) Camera

func (o *SKScene) Camera() *SKCameraNode

The camera that is used to obtain the view scale and translation based on where the camera is in relation to the scene.

func (*SKScene) ConvertPointFromView

func (o *SKScene) ConvertPointFromView(point corefoundation.CGPoint) corefoundation.CGPoint

Converts a point from view coordinates to scene coordinates.

func (*SKScene) ConvertPointToView

func (o *SKScene) ConvertPointToView(point corefoundation.CGPoint) corefoundation.CGPoint

Converts a point from scene coordinates to view coordinates.

func (*SKScene) Delegate

func (o *SKScene) Delegate() SKSceneDelegate

func (*SKScene) DidApplyConstraints

func (o *SKScene) DidApplyConstraints()

Tells your app to peform any necessary logic after constraints are applied.

func (*SKScene) DidChangeSize

func (o *SKScene) DidChangeSize(oldSize corefoundation.CGSize)

Tells you when the scene’s size has changed.

func (*SKScene) DidEvaluateActions

func (o *SKScene) DidEvaluateActions()

Tells your app to peform any necessary logic after scene actions are evaluated.

func (*SKScene) DidFinishUpdate

func (o *SKScene) DidFinishUpdate()

Tells your app to peform any necessary logic after the scene has finished all of the steps required to process animations.

func (*SKScene) DidMoveToView

func (o *SKScene) DidMoveToView(view *SKView)

Tells you when the scene is presented by a view.

func (*SKScene) DidSimulatePhysics

func (o *SKScene) DidSimulatePhysics()

Tells your app to peform any necessary logic after physics simulations are performed.

func (*SKScene) InitWithSize

func (o *SKScene) InitWithSize(size corefoundation.CGSize) *SKScene

Initializes a new scene object.

func (*SKScene) Listener

func (o *SKScene) Listener() *SKNode

The node that is currently the listener for positional audio coming from SKAudioNodes @see SKAudioNode

func (*SKScene) PhysicsWorld

func (o *SKScene) PhysicsWorld() *SKPhysicsWorld

Physics simulation functionality

func (*SKScene) ScaleMode

func (o *SKScene) ScaleMode() SKSceneScaleMode

Used to determine how to scale the scene to match the SKView it is being displayed in.

func (*SKScene) SceneDidLoad

func (o *SKScene) SceneDidLoad()

Tells you when the scene is presented.

func (*SKScene) SetAnchorPoint

func (o *SKScene) SetAnchorPoint(anchorPoint corefoundation.CGPoint)

func (*SKScene) SetBackgroundColor

func (o *SKScene) SetBackgroundColor(backgroundColor *appkit.NSColor)

func (*SKScene) SetCamera

func (o *SKScene) SetCamera(camera *SKCameraNode)

func (*SKScene) SetDelegate

func (o *SKScene) SetDelegate(delegate SKSceneDelegate)

func (*SKScene) SetListener

func (o *SKScene) SetListener(listener *SKNode)

func (*SKScene) SetScaleMode

func (o *SKScene) SetScaleMode(scaleMode SKSceneScaleMode)

func (*SKScene) SetSize

func (o *SKScene) SetSize(size corefoundation.CGSize)

func (*SKScene) Size

func (o *SKScene) Size() corefoundation.CGSize

func (*SKScene) Update

func (o *SKScene) Update(currentTime float64)

Tells your app to perform any app-specific logic to update your scene.

func (*SKScene) View

func (o *SKScene) View() *SKView

The SKView this scene is currently presented in, or nil if it is not being presented.

func (*SKScene) WillMoveFromView

func (o *SKScene) WillMoveFromView(view *SKView)

Tells you when the scene is about to be removed from a view.

type SKSceneDelegate

type SKSceneDelegate interface {
}

SKSceneDelegate wraps the ObjC protocol SKSceneDelegate.

type SKSceneScaleMode

type SKSceneScaleMode int64

The modes that determine how the scene’s area is mapped to the view that presents it.

const (
	// Each axis of the scene is scaled independently so that each axis in the scene exactly maps to the length of that axis in the view.
	SKSceneScaleModeFill SKSceneScaleMode = 0
	// The scaling factor of each dimension is calculated and the larger of the two is chosen. Each axis of the scene is scaled by the same scaling factor. This guarantees that the entire area of the view is filled but may cause parts of the scene to be cropped.
	SKSceneScaleModeAspectFill SKSceneScaleMode = 1
	// The scaling factor of each dimension is calculated and the smaller of the two is chosen. Each axis of the scene is scaled by the same scaling factor. This guarantees that the entire scene is visible but may require letterboxing in the view.
	SKSceneScaleModeAspectFit SKSceneScaleMode = 2
	// The scene is not scaled to match the view. Instead, the scene is automatically resized so that its dimensions always match those of the view.
	SKSceneScaleModeResizeFill SKSceneScaleMode = 3
)

func (SKSceneScaleMode) String

func (e SKSceneScaleMode) String() string

type SKShader

type SKShader struct {
	foundation.NSObject
}

An object that allows you to apply a custom fragment shader.

Apple documentation: https://developer.apple.com/documentation/spritekit/skshader

func SKShaderFromID

func SKShaderFromID(id objc.ID) *SKShader

func SKShaderShader

func SKShaderShader() *SKShader

Creates a new empty shader object.

func SKShaderShaderWithFileNamed

func SKShaderShaderWithFileNamed(name *foundation.NSString) *SKShader

Creates a new shader object by loading the source for a fragment shader from a file stored in the app’s bundle.

func SKShaderShaderWithSource

func SKShaderShaderWithSource(source *foundation.NSString) *SKShader

Creates a new shader object using the specified source code.

func SKShaderShaderWithSourceUniforms

func SKShaderShaderWithSourceUniforms(source *foundation.NSString, uniforms *foundation.NSArray[*SKUniform]) *SKShader

Creates a new shader object using the specified source and uniform data.

func (*SKShader) AddUniform

func (o *SKShader) AddUniform(uniform *SKUniform)

Adds a uniform to the shader.

func (*SKShader) Attributes

func (o *SKShader) Attributes() *foundation.NSArray[*SKAttribute]

func (*SKShader) InitWithSource

func (o *SKShader) InitWithSource(source *foundation.NSString) *SKShader

Initializes a new shader object using the specified source code.

func (*SKShader) InitWithSourceUniforms

func (o *SKShader) InitWithSourceUniforms(source *foundation.NSString, uniforms *foundation.NSArray[*SKUniform]) *SKShader

Initializes a new shader object using the specified source and uniform data.

func (*SKShader) RemoveUniformNamed

func (o *SKShader) RemoveUniformNamed(name *foundation.NSString)

Removes a uniform from the shader.

func (*SKShader) SetAttributes

func (o *SKShader) SetAttributes(attributes *foundation.NSArray[*SKAttribute])

func (*SKShader) SetSource

func (o *SKShader) SetSource(source *foundation.NSString)

func (*SKShader) SetUniforms

func (o *SKShader) SetUniforms(uniforms *foundation.NSArray[*SKUniform])

func (*SKShader) Source

func (o *SKShader) Source() *foundation.NSString

func (*SKShader) UniformNamed

func (o *SKShader) UniformNamed(name *foundation.NSString) *SKUniform

Returns the uniform object corresponding to a particular uniform variable.

func (*SKShader) Uniforms

func (o *SKShader) Uniforms() *foundation.NSArray[*SKUniform]

You may define additional uniforms to be used in your shader here. There is no need to declare them in you source, just use them by name. All uniforms declared must be used within the source.

type SKShapeNode

type SKShapeNode struct {
	SKNode
}

A mathematical shape that can be stroked or filled.

Apple documentation: https://developer.apple.com/documentation/spritekit/skshapenode

func SKShapeNodeFromID

func SKShapeNodeFromID(id objc.ID) *SKShapeNode

func SKShapeNodeShapeNodeWithCircleOfRadius

func SKShapeNodeShapeNodeWithCircleOfRadius(radius float64) *SKShapeNode

Creates a shape node with a circular path centered on the node’s origin.

func SKShapeNodeShapeNodeWithEllipseInRect

func SKShapeNodeShapeNodeWithEllipseInRect(rect corefoundation.CGRect) *SKShapeNode

Creates a shape node with an elliptical path that fills the specified rectangle.

func SKShapeNodeShapeNodeWithEllipseOfSize

func SKShapeNodeShapeNodeWithEllipseOfSize(size corefoundation.CGSize) *SKShapeNode

Creates a shape node with an elliptical path centered on the node’s origin.

func SKShapeNodeShapeNodeWithPath

func SKShapeNodeShapeNodeWithPath(path unsafe.Pointer) *SKShapeNode

Creates a shape node from a Core Graphics path.

func SKShapeNodeShapeNodeWithPathCentered

func SKShapeNodeShapeNodeWithPathCentered(path unsafe.Pointer, centered bool) *SKShapeNode

Creates a shape node from a Core Graphics path, centered around its position.

func SKShapeNodeShapeNodeWithPointsCount

func SKShapeNodeShapeNodeWithPointsCount(points *corefoundation.CGPoint, numPoints uint) *SKShapeNode

Creates a shape node from a series of points.

func SKShapeNodeShapeNodeWithRect

func SKShapeNodeShapeNodeWithRect(rect corefoundation.CGRect) *SKShapeNode

Creates a shape node with a rectangular path.

func SKShapeNodeShapeNodeWithRectCornerRadius

func SKShapeNodeShapeNodeWithRectCornerRadius(rect corefoundation.CGRect, cornerRadius float64) *SKShapeNode

Creates a shape with a rectangular path that has rounded corners.

func SKShapeNodeShapeNodeWithRectOfSize

func SKShapeNodeShapeNodeWithRectOfSize(size corefoundation.CGSize) *SKShapeNode

Creates a shape node with a rectangular path centered on the node’s origin.

func SKShapeNodeShapeNodeWithRectOfSizeCornerRadius

func SKShapeNodeShapeNodeWithRectOfSizeCornerRadius(size corefoundation.CGSize, cornerRadius float64) *SKShapeNode

Creates a shape with a rectangular path that has rounded corners centered on the node’s position.

func SKShapeNodeShapeNodeWithSplinePointsCount

func SKShapeNodeShapeNodeWithSplinePointsCount(points *corefoundation.CGPoint, numPoints uint) *SKShapeNode

Creates a shape node from a series of spline points.

func (*SKShapeNode) BlendMode

func (o *SKShapeNode) BlendMode() SKBlendMode

Sets the blend mode to use when composing the shape with the final framebuffer. @see SKNode.SKBlendMode

func (*SKShapeNode) FillColor

func (o *SKShapeNode) FillColor() *appkit.NSColor

The color to fill the path with. Defaults to [SKColor clearColor] (no fill).

func (*SKShapeNode) FillShader

func (o *SKShapeNode) FillShader() *SKShader

func (*SKShapeNode) FillTexture

func (o *SKShapeNode) FillTexture() *SKTexture

func (*SKShapeNode) GlowWidth

func (o *SKShapeNode) GlowWidth() float64

Add a glow to the path stroke of the specified width. Defaults to 0.0 (no glow)

func (*SKShapeNode) IsAntialiased

func (o *SKShapeNode) IsAntialiased() bool

If set to YES, the path stroke edges and caps is smoothed (antialiased) when drawn.

func (*SKShapeNode) LineCap

func (o *SKShapeNode) LineCap() coregraphics.CGLineCap

The cap type that should be used when stroking a non-closed path

func (*SKShapeNode) LineJoin

func (o *SKShapeNode) LineJoin() coregraphics.CGLineJoin

The join type that should be used when stroking a path

func (*SKShapeNode) LineLength

func (o *SKShapeNode) LineLength() float64

The length of the node's path if it were to be stroked

func (*SKShapeNode) LineWidth

func (o *SKShapeNode) LineWidth() float64

The width used to stroke the path. Widths larger than 2.0 may result in artifacts. Defaults to 1.0.

func (*SKShapeNode) MiterLimit

func (o *SKShapeNode) MiterLimit() float64

When a miter join is used, the maximum ratio of miter length to line with to be used

func (*SKShapeNode) Path

func (o *SKShapeNode) Path() unsafe.Pointer

The CGPath to be drawn (in the Node's coordinate space)

func (*SKShapeNode) SetAntialiased

func (o *SKShapeNode) SetAntialiased(antialiased bool)

func (*SKShapeNode) SetBlendMode

func (o *SKShapeNode) SetBlendMode(blendMode SKBlendMode)

func (*SKShapeNode) SetFillColor

func (o *SKShapeNode) SetFillColor(fillColor *appkit.NSColor)

func (*SKShapeNode) SetFillShader

func (o *SKShapeNode) SetFillShader(fillShader *SKShader)

func (*SKShapeNode) SetFillTexture

func (o *SKShapeNode) SetFillTexture(fillTexture *SKTexture)

func (*SKShapeNode) SetGlowWidth

func (o *SKShapeNode) SetGlowWidth(glowWidth float64)

func (*SKShapeNode) SetLineCap

func (o *SKShapeNode) SetLineCap(lineCap coregraphics.CGLineCap)

func (*SKShapeNode) SetLineJoin

func (o *SKShapeNode) SetLineJoin(lineJoin coregraphics.CGLineJoin)

func (*SKShapeNode) SetLineWidth

func (o *SKShapeNode) SetLineWidth(lineWidth float64)

func (*SKShapeNode) SetMiterLimit

func (o *SKShapeNode) SetMiterLimit(miterLimit float64)

func (*SKShapeNode) SetPath

func (o *SKShapeNode) SetPath(path unsafe.Pointer)

func (*SKShapeNode) SetStrokeColor

func (o *SKShapeNode) SetStrokeColor(strokeColor *appkit.NSColor)

func (*SKShapeNode) SetStrokeShader

func (o *SKShapeNode) SetStrokeShader(strokeShader *SKShader)

func (*SKShapeNode) SetStrokeTexture

func (o *SKShapeNode) SetStrokeTexture(strokeTexture *SKTexture)

func (*SKShapeNode) StrokeColor

func (o *SKShapeNode) StrokeColor() *appkit.NSColor

The color to draw the path with. (for no stroke use [SKColor clearColor]). Defaults to [SKColor whiteColor].

func (*SKShapeNode) StrokeShader

func (o *SKShapeNode) StrokeShader() *SKShader

func (*SKShapeNode) StrokeTexture

func (o *SKShapeNode) StrokeTexture() *SKTexture

type SKSpriteNode

type SKSpriteNode struct {
	SKNode
}

An image or solid color.

Apple documentation: https://developer.apple.com/documentation/spritekit/skspritenode

func SKSpriteNodeFromID

func SKSpriteNodeFromID(id objc.ID) *SKSpriteNode

func SKSpriteNodeSpriteNodeWithColorSize

func SKSpriteNodeSpriteNodeWithColorSize(color *appkit.NSColor, size corefoundation.CGSize) *SKSpriteNode

Initializes a single-color sprite.

func SKSpriteNodeSpriteNodeWithImageNamed

func SKSpriteNodeSpriteNodeWithImageNamed(name *foundation.NSString) *SKSpriteNode

Initializes a textured sprite using an image file.

func SKSpriteNodeSpriteNodeWithImageNamedNormalMapped

func SKSpriteNodeSpriteNodeWithImageNamedNormalMapped(name *foundation.NSString, generateNormalMap bool) *SKSpriteNode

Initializes a textured sprite using an image file, optionally adding a normal map to simulate 3D lighting.

func SKSpriteNodeSpriteNodeWithTexture

func SKSpriteNodeSpriteNodeWithTexture(texture *SKTexture) *SKSpriteNode

Initializes a textured sprite using an existing texture object.

func SKSpriteNodeSpriteNodeWithTextureNormalMap

func SKSpriteNodeSpriteNodeWithTextureNormalMap(texture *SKTexture, normalMap *SKTexture) *SKSpriteNode

Initializes a textured sprite with a normal map to simulate 3D lighting.

func SKSpriteNodeSpriteNodeWithTextureSize

func SKSpriteNodeSpriteNodeWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKSpriteNode

Initializes a textured sprite using an existing texture object but with a specified size.

func (*SKSpriteNode) AnchorPoint

func (o *SKSpriteNode) AnchorPoint() corefoundation.CGPoint

Used to choose the location in the sprite that maps to its 'position' in the parent's coordinate space. The valid interval for each input is from 0.0 up to and including 1.0.

func (*SKSpriteNode) BlendMode

func (o *SKSpriteNode) BlendMode() SKBlendMode

Sets the blend mode to use when composing the sprite with the final framebuffer. @see SKNode.SKBlendMode

func (*SKSpriteNode) CenterRect

func (o *SKSpriteNode) CenterRect() corefoundation.CGRect

Controls how the texture is stretched to fill the SKSpriteNode. Stretching is performed via a 9-part algorithm where the upper & lower middle parts are scaled horizontally, the left and right middle parts are scaled vertically, the center is scaled in both directions, and the corners are preserved. The centerRect defines the center region in a (0.0 - 1.0) coordinate space. Defaults to {(0,0) (1,1)} (the entire texture is stretched).

func (*SKSpriteNode) Color

func (o *SKSpriteNode) Color() *appkit.NSColor

Base color for the sprite (If no texture is present, the color still is drawn)

func (*SKSpriteNode) ColorBlendFactor

func (o *SKSpriteNode) ColorBlendFactor() float64

Controls the blending between the texture and the sprite's color. The valid interval of values is from 0.0 up to and including 1.0. A value above or below that interval is clamped to the minimum (0.0) if below or the maximum (1.0) if above.

func (*SKSpriteNode) InitWithCoder

func (o *SKSpriteNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKSpriteNode

Tells you when to initialize a sprite from an archive.

func (*SKSpriteNode) InitWithColorSize

func (o *SKSpriteNode) InitWithColorSize(color *appkit.NSColor, size corefoundation.CGSize) *SKSpriteNode

Initializes a single-color sprite node.

func (*SKSpriteNode) InitWithImageNamed

func (o *SKSpriteNode) InitWithImageNamed(name *foundation.NSString) *SKSpriteNode

Initializes a textured sprite using an image file.

func (*SKSpriteNode) InitWithTexture

func (o *SKSpriteNode) InitWithTexture(texture *SKTexture) *SKSpriteNode

Initializes a textured sprite using an existing texture object.

func (*SKSpriteNode) InitWithTextureColorSize

func (o *SKSpriteNode) InitWithTextureColorSize(texture *SKTexture, color *appkit.NSColor, size corefoundation.CGSize) *SKSpriteNode

Initializes a textured sprite in color using an existing texture object.

func (*SKSpriteNode) LightingBitMask

func (o *SKSpriteNode) LightingBitMask() uint32

Bitmask to indicate being lit by a set of lights using overlapping lighting categories. A light whose category is set to a value that masks to non-zero using this mask will apply light to this sprite. When used together with a normal texture, complex lighting effects can be used.

func (*SKSpriteNode) NormalTexture

func (o *SKSpriteNode) NormalTexture() *SKTexture

Texture to use for generating normals that lights use to light this sprite. This will only be used if the sprite is lit by at least one light. @see SKLightNode @see lightingBitMask

func (*SKSpriteNode) ScaleToSize

func (o *SKSpriteNode) ScaleToSize(size corefoundation.CGSize)

Scales the sprite node to a specified size.

func (*SKSpriteNode) SetAnchorPoint

func (o *SKSpriteNode) SetAnchorPoint(anchorPoint corefoundation.CGPoint)

func (*SKSpriteNode) SetBlendMode

func (o *SKSpriteNode) SetBlendMode(blendMode SKBlendMode)

func (*SKSpriteNode) SetCenterRect

func (o *SKSpriteNode) SetCenterRect(centerRect corefoundation.CGRect)

func (*SKSpriteNode) SetColor

func (o *SKSpriteNode) SetColor(color *appkit.NSColor)

func (*SKSpriteNode) SetColorBlendFactor

func (o *SKSpriteNode) SetColorBlendFactor(colorBlendFactor float64)

func (*SKSpriteNode) SetLightingBitMask

func (o *SKSpriteNode) SetLightingBitMask(lightingBitMask uint32)

func (*SKSpriteNode) SetNormalTexture

func (o *SKSpriteNode) SetNormalTexture(normalTexture *SKTexture)

func (*SKSpriteNode) SetShader

func (o *SKSpriteNode) SetShader(shader *SKShader)

func (*SKSpriteNode) SetShadowCastBitMask

func (o *SKSpriteNode) SetShadowCastBitMask(shadowCastBitMask uint32)

func (*SKSpriteNode) SetShadowedBitMask

func (o *SKSpriteNode) SetShadowedBitMask(shadowedBitMask uint32)

func (*SKSpriteNode) SetSize

func (o *SKSpriteNode) SetSize(size corefoundation.CGSize)

func (*SKSpriteNode) SetTexture

func (o *SKSpriteNode) SetTexture(texture *SKTexture)

func (*SKSpriteNode) Shader

func (o *SKSpriteNode) Shader() *SKShader

func (*SKSpriteNode) ShadowCastBitMask

func (o *SKSpriteNode) ShadowCastBitMask() uint32

func (*SKSpriteNode) ShadowedBitMask

func (o *SKSpriteNode) ShadowedBitMask() uint32

func (*SKSpriteNode) Size

Set the size of the sprite (in parent's coordinate space)

func (*SKSpriteNode) Texture

func (o *SKSpriteNode) Texture() *SKTexture

Texture to be drawn (is stretched to fill the sprite)

type SKTexture

type SKTexture struct {
	foundation.NSObject
}

An image, decoded on the GPU, that can be used to render various SpriteKit objects.

Apple documentation: https://developer.apple.com/documentation/spritekit/sktexture

func SKTextureFromID

func SKTextureFromID(id objc.ID) *SKTexture

func SKTextureTextureNoiseWithSmoothnessSizeGrayscale

func SKTextureTextureNoiseWithSmoothnessSizeGrayscale(smoothness float64, size corefoundation.CGSize, grayscale bool) *SKTexture

Create a texture containing colored noise. The noise texture is tileable with itself. @param size the size of the resulting texture. @param smoothness how similar neighboring pixels are. A value of zero is like static, one is smooth. @param grayscale if YES, RGB and A will all be the same. If no, RGB and A will all be different. A is not pre-multiplied, because the intent is that if you read a texel in a shader, all four values will be exactly the same value if grayscale, or four different, uncorrelated values if not grayscale.

func SKTextureTextureVectorNoiseWithSmoothnessSize

func SKTextureTextureVectorNoiseWithSmoothnessSize(smoothness float64, size corefoundation.CGSize) *SKTexture

Create a texture containing directional noise. The RGBA values in this texture can be used as a normal map or as direction possibly with length. XYZ are a three dimensional direction, and A is a magnitude. @param size the size of the resulting texture. @param smoothness how similar neighboring pixels are. A value of zero is like static, one is smooth.

func SKTextureTextureWithCGImage

func SKTextureTextureWithCGImage(image unsafe.Pointer) *SKTexture

Create a texture from a CGImageRef. @param image the CGImageRef to create the texture from

func SKTextureTextureWithDataSize

func SKTextureTextureWithDataSize(pixelData *foundation.NSData, size corefoundation.CGSize) *SKTexture

Create new texture with bitmap RGBA data in unsigned bytes. Data is copied once, additional changes to the data does not affect the texture. All pixel data is assumed to be premultiplied alpha. @param pixelData the pixelData to read in creating the texture. @param size the dimensions of the pixelData given.

func SKTextureTextureWithDataSizeFlipped

func SKTextureTextureWithDataSizeFlipped(pixelData *foundation.NSData, size corefoundation.CGSize, flipped bool) *SKTexture

func SKTextureTextureWithDataSizeRowLengthAlignment

func SKTextureTextureWithDataSizeRowLengthAlignment(pixelData *foundation.NSData, size corefoundation.CGSize, rowLength uint, alignment uint) *SKTexture

Create new texture with bitmap RGBA data in unsigned bytes using a custom row length and row alignment. Data is copied once, additional changes to the data does not affect the texture. All pixel data is assumed to be premultiplied alpha. @param pixelData the data to use @param size the size in texels @param rowLength the length of each row in pixels (allows byte row pitches greater than the width for aligned data) @param alignment the byte alignment of the data, provide 0 for tightly packed data.

func SKTextureTextureWithImage

func SKTextureTextureWithImage(image *appkit.NSImage) *SKTexture

func SKTextureTextureWithImageNamed

func SKTextureTextureWithImageNamed(name *foundation.NSString) *SKTexture

Create a texture from an image file. Behaves similar to imageNamed: in UIImage or NSImage @param name the name or path of the image to load.

func SKTextureTextureWithRectInTexture

func SKTextureTextureWithRectInTexture(rect corefoundation.CGRect, texture *SKTexture) *SKTexture

Create a texture that is a subrect of an existing texture. See textureRect property for details. @param rect the source rectangle to use in creating a logical copy of the given texture. @param texture the existing texture to reference in the copy.

func (*SKTexture) CGImage

func (o *SKTexture) CGImage() unsafe.Pointer

Returns the texture’s image data as a Quartz 2D image.

func (*SKTexture) FilteringMode

func (o *SKTexture) FilteringMode() SKTextureFilteringMode

The filtering mode the texture should use when not drawn at native size. Defaults to SKTextureFilteringLinear.

func (*SKTexture) PreloadWithCompletionHandler

func (o *SKTexture) PreloadWithCompletionHandler(completionHandler func())

Load texture data into memory, calling a completion handler after the task completes.

func (*SKTexture) SetFilteringMode

func (o *SKTexture) SetFilteringMode(filteringMode SKTextureFilteringMode)

func (*SKTexture) SetUsesMipmaps

func (o *SKTexture) SetUsesMipmaps(usesMipmaps bool)

func (*SKTexture) Size

func (o *SKTexture) Size() corefoundation.CGSize

Gets the size of the texture.

func (*SKTexture) TextureByApplyingCIFilter

func (o *SKTexture) TextureByApplyingCIFilter(filter *coreimage.CIFilter) *SKTexture

Create new texture by applying a CIFilter to an existing one. Any CIFilter that requires only a single "inputImage" and produces an "outputImage" is allowed. @param filter the CI filter to apply in the copy.

func (*SKTexture) TextureByGeneratingNormalMap

func (o *SKTexture) TextureByGeneratingNormalMap() *SKTexture

Create new texture by generating a normal map texture.

func (*SKTexture) TextureByGeneratingNormalMapWithSmoothnessContrast

func (o *SKTexture) TextureByGeneratingNormalMapWithSmoothnessContrast(smoothness float64, contrast float64) *SKTexture

Create new texture by generating a normal map texture. @param smoothness the smooth level of the generated normal map. @param contrast the scale applied to the generated normal map.

func (*SKTexture) TextureRect

func (o *SKTexture) TextureRect() corefoundation.CGRect

Gets a rectangle that defines the portion of the texture used to render its image.

func (*SKTexture) UsesMipmaps

func (o *SKTexture) UsesMipmaps() bool

Request that the texture have mipmaps generated if possible. Only supported for power of 2 texture sizes.

type SKTextureAtlas

type SKTextureAtlas struct {
	foundation.NSObject
}

A collection of textures optimized for storage and drawing performance.

Apple documentation: https://developer.apple.com/documentation/spritekit/sktextureatlas

func SKTextureAtlasAtlasNamed

func SKTextureAtlasAtlasNamed(name *foundation.NSString) *SKTextureAtlas

Creates a texture atlas from data stored in the app bundle.

func SKTextureAtlasAtlasWithDictionary

func SKTextureAtlasAtlasWithDictionary(properties *foundation.NSDictionary[*foundation.NSString, objc.ID]) *SKTextureAtlas

Creates a texture atlas from a set of image files.

func SKTextureAtlasFromID

func SKTextureAtlasFromID(id objc.ID) *SKTextureAtlas

func (*SKTextureAtlas) PreloadWithCompletionHandler

func (o *SKTextureAtlas) PreloadWithCompletionHandler(completionHandler func())

Loads an atlas object’s textures into memory, calling a completion handler after the task completes.

func (*SKTextureAtlas) TextureNamed

func (o *SKTextureAtlas) TextureNamed(name *foundation.NSString) *SKTexture

Creates a texture from data stored in the texture atlas.

func (*SKTextureAtlas) TextureNames

func (o *SKTextureAtlas) TextureNames() *foundation.NSArray[*foundation.NSString]

type SKTextureFilteringMode

type SKTextureFilteringMode int64

Texture filtering modes to use when the texture is drawn in a size other than its native size.

const (
	// Each pixel is drawn using the nearest point in the texture. This mode is faster, but the results are often pixelated.
	SKTextureFilteringNearest SKTextureFilteringMode = 0
	// Each pixel is drawn by using a linear filter of multiple texels in the texture. This mode produces higher quality results but may be slower.
	SKTextureFilteringLinear SKTextureFilteringMode = 1
)

func (SKTextureFilteringMode) String

func (e SKTextureFilteringMode) String() string

type SKTileAdjacencyMask

type SKTileAdjacencyMask uint64

An enumeration defining how neighboring tiles are automatically placed next to each other.

const (
	SKTileAdjacencyUp                  SKTileAdjacencyMask = 1
	SKTileAdjacencyUpperRight          SKTileAdjacencyMask = 2
	SKTileAdjacencyRight               SKTileAdjacencyMask = 4
	SKTileAdjacencyLowerRight          SKTileAdjacencyMask = 8
	SKTileAdjacencyDown                SKTileAdjacencyMask = 16
	SKTileAdjacencyLowerLeft           SKTileAdjacencyMask = 32
	SKTileAdjacencyLeft                SKTileAdjacencyMask = 64
	SKTileAdjacencyUpperLeft           SKTileAdjacencyMask = 128
	SKTileAdjacencyAll                 SKTileAdjacencyMask = 255
	SKTileHexFlatAdjacencyUp           SKTileAdjacencyMask = 1
	SKTileHexFlatAdjacencyUpperRight   SKTileAdjacencyMask = 2
	SKTileHexFlatAdjacencyLowerRight   SKTileAdjacencyMask = 4
	SKTileHexFlatAdjacencyDown         SKTileAdjacencyMask = 8
	SKTileHexFlatAdjacencyLowerLeft    SKTileAdjacencyMask = 16
	SKTileHexFlatAdjacencyUpperLeft    SKTileAdjacencyMask = 32
	SKTileHexFlatAdjacencyAll          SKTileAdjacencyMask = 63
	SKTileHexPointyAdjacencyUpperLeft  SKTileAdjacencyMask = 1
	SKTileHexPointyAdjacencyUpperRight SKTileAdjacencyMask = 2
	SKTileHexPointyAdjacencyRight      SKTileAdjacencyMask = 4
	SKTileHexPointyAdjacencyLowerRight SKTileAdjacencyMask = 8
	SKTileHexPointyAdjacencyLowerLeft  SKTileAdjacencyMask = 16
	SKTileHexPointyAdjacencyLeft       SKTileAdjacencyMask = 32
	SKTileHexPointyAdjacencyAdd        SKTileAdjacencyMask = 63
	SKTileAdjacencyUpEdge              SKTileAdjacencyMask = 124
	SKTileAdjacencyUpperRightEdge      SKTileAdjacencyMask = 112
	SKTileAdjacencyRightEdge           SKTileAdjacencyMask = 241
	SKTileAdjacencyLowerRightEdge      SKTileAdjacencyMask = 193
	SKTileAdjacencyDownEdge            SKTileAdjacencyMask = 199
	SKTileAdjacencyLowerLeftEdge       SKTileAdjacencyMask = 7
	SKTileAdjacencyLeftEdge            SKTileAdjacencyMask = 31
	SKTileAdjacencyUpperLeftEdge       SKTileAdjacencyMask = 28
	SKTileAdjacencyUpperRightCorner    SKTileAdjacencyMask = 223
	SKTileAdjacencyLowerRightCorner    SKTileAdjacencyMask = 127
	SKTileAdjacencyLowerLeftCorner     SKTileAdjacencyMask = 253
	SKTileAdjacencyUpperLeftCorner     SKTileAdjacencyMask = 247
)

func (SKTileAdjacencyMask) String

func (e SKTileAdjacencyMask) String() string

type SKTileDefinition

type SKTileDefinition struct {
	foundation.NSObject
}

A single tile that can be repeated in a tile map.

Apple documentation: https://developer.apple.com/documentation/spritekit/sktiledefinition

func SKTileDefinitionFromID

func SKTileDefinitionFromID(id objc.ID) *SKTileDefinition

func SKTileDefinitionTileDefinitionWithTexture

func SKTileDefinitionTileDefinitionWithTexture(texture *SKTexture) *SKTileDefinition

Create a tile definition with an SKTexture, and set its size to the SKTexture's width/height. @param texture the texture to reference for size and content

func SKTileDefinitionTileDefinitionWithTextureNormalTextureSize

func SKTileDefinitionTileDefinitionWithTextureNormalTextureSize(texture *SKTexture, normalTexture *SKTexture, size corefoundation.CGSize) *SKTileDefinition

Create a tile definition with an SKTexture and the specified size. @param texture the texture to reference for content @param normalTexture the normal texture to use for generating normals for lighting @param size the size of the tile in points

func SKTileDefinitionTileDefinitionWithTextureSize

func SKTileDefinitionTileDefinitionWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKTileDefinition

Create a tile definition with an SKTexture and the specified size. @param texture the texture to reference for content @param size the size of the tile in points

func SKTileDefinitionTileDefinitionWithTexturesNormalTexturesSizeTimePerFrame

func SKTileDefinitionTileDefinitionWithTexturesNormalTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], normalTextures *foundation.NSArray[*SKTexture], size corefoundation.CGSize, timePerFrame float64) *SKTileDefinition

Create an animated tile definition with an array of SKTextures, the specified size, and the length of time each texture should be displayed for in the animation. @param textures the textures to reference for animated content @param normalTextures the normal textures to use for generating normals for lighting @param size the size of the tile in points @param timePerFrame the duration, in seconds, that each texture in the textures array is displayed before switching to the next texture in the sequence

func SKTileDefinitionTileDefinitionWithTexturesSizeTimePerFrame

func SKTileDefinitionTileDefinitionWithTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], size corefoundation.CGSize, timePerFrame float64) *SKTileDefinition

Create an animated tile definition with an array of SKTextures, the specified size, and the length of time each texture should be displayed for in the animation. @param textures the textures to reference for animated content @param size the size of the tile in points @param timePerFrame the duration, in seconds, that each texture in the textures array is displayed before switching to the next texture in the sequence

func (*SKTileDefinition) FlipHorizontally

func (o *SKTileDefinition) FlipHorizontally() bool

When set to YES, the tile definition's images will be flipped horizontally (i.e., the left of the image becomes the right). Defaults to NO.

func (*SKTileDefinition) FlipVertically

func (o *SKTileDefinition) FlipVertically() bool

When set to YES, the tile definition's images will be flipped vertically (i.e., the top of the image becomes the bottom). Defaults to NO.

func (*SKTileDefinition) InitWithTexture

func (o *SKTileDefinition) InitWithTexture(texture *SKTexture) *SKTileDefinition

Initializes a new tile definition with a single texture.

func (*SKTileDefinition) InitWithTextureNormalTextureSize

func (o *SKTileDefinition) InitWithTextureNormalTextureSize(texture *SKTexture, normalTexture *SKTexture, size corefoundation.CGSize) *SKTileDefinition

Initializes a new tile definition with a single texture and separate normal texture for simulating 3D lighting.

func (*SKTileDefinition) InitWithTextureSize

func (o *SKTileDefinition) InitWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKTileDefinition

Initializes a new tile definition of a specified size with a single texture.

func (*SKTileDefinition) InitWithTexturesNormalTexturesSizeTimePerFrame

func (o *SKTileDefinition) InitWithTexturesNormalTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], normalTextures *foundation.NSArray[*SKTexture], size corefoundation.CGSize, timePerFrame float64) *SKTileDefinition

Initializes a new tile definition with arrays of textures and normal textures for animation.

func (*SKTileDefinition) InitWithTexturesSizeTimePerFrame

func (o *SKTileDefinition) InitWithTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], size corefoundation.CGSize, timePerFrame float64) *SKTileDefinition

Initializes a new tile definition with an array of textures for animation.

func (*SKTileDefinition) Name

Client-assignable name for the tile definition. Defaults to nil.

func (*SKTileDefinition) NormalTextures

func (o *SKTileDefinition) NormalTextures() *foundation.NSArray[*SKTexture]

The textures to use for generating normals that lights use to light this tile. These will only be used if the tile is lit by at least one light. Each normal texture corresponds to a texture in the textures property.

func (*SKTileDefinition) PlacementWeight

func (o *SKTileDefinition) PlacementWeight() uint

This value is used to determine how likely this tile definition is to be chosen for placement when a SKTileGroupRule has mulitple tile definitions assigned to it. A higher value relative to the other definitions assigned to the rule make it more likely for this definition to be selected; lower values make it less likely. Defaults to 1. When set to 0, the definition will never be chosen as long as there is at least one other definition with a placementWeight above 0.

func (*SKTileDefinition) Rotation

The rotation of the tile definition's images can be set in 90 degree increments. Defaults to SKTileDefinitionRotation0.

func (*SKTileDefinition) SetFlipHorizontally

func (o *SKTileDefinition) SetFlipHorizontally(flipHorizontally bool)

func (*SKTileDefinition) SetFlipVertically

func (o *SKTileDefinition) SetFlipVertically(flipVertically bool)

func (*SKTileDefinition) SetName

func (o *SKTileDefinition) SetName(name *foundation.NSString)

func (*SKTileDefinition) SetNormalTextures

func (o *SKTileDefinition) SetNormalTextures(normalTextures *foundation.NSArray[*SKTexture])

func (*SKTileDefinition) SetPlacementWeight

func (o *SKTileDefinition) SetPlacementWeight(placementWeight uint)

func (*SKTileDefinition) SetRotation

func (o *SKTileDefinition) SetRotation(rotation SKTileDefinitionRotation)

func (*SKTileDefinition) SetSize

func (o *SKTileDefinition) SetSize(size corefoundation.CGSize)

func (*SKTileDefinition) SetTextures

func (o *SKTileDefinition) SetTextures(textures *foundation.NSArray[*SKTexture])

func (*SKTileDefinition) SetTimePerFrame

func (o *SKTileDefinition) SetTimePerFrame(timePerFrame float64)

func (*SKTileDefinition) SetUserData

func (o *SKTileDefinition) SetUserData(userData *foundation.NSMutableDictionary[objc.ID, objc.ID])

func (*SKTileDefinition) Size

The size of the tile in points.

func (*SKTileDefinition) Textures

func (o *SKTileDefinition) Textures() *foundation.NSArray[*SKTexture]

The textures used to draw the tile. Non-animated tiles use only one texture. When more than one texture is present, the tile will swap through them in sequence, showing each for the duration specified in the timePerFrame property. After displaying the last texture in the array, the sequence is repeated from the first texture.

func (*SKTileDefinition) TimePerFrame

func (o *SKTileDefinition) TimePerFrame() float64

The duration, in seconds, that each texture in the textures array is displayed before switching to the next texture in the sequence. Only used when there is more than one texture available.

func (*SKTileDefinition) UserData

An optional dictionary that can be used to store your own data for each tile definition. Defaults to nil.

type SKTileDefinitionRotation

type SKTileDefinitionRotation uint64

The allowed rotations for a given tile.

const (
	SKTileDefinitionRotation0   SKTileDefinitionRotation = 0
	SKTileDefinitionRotation90  SKTileDefinitionRotation = 1
	SKTileDefinitionRotation180 SKTileDefinitionRotation = 2
	SKTileDefinitionRotation270 SKTileDefinitionRotation = 3
)

func (SKTileDefinitionRotation) String

func (e SKTileDefinitionRotation) String() string

type SKTileGroup

type SKTileGroup struct {
	foundation.NSObject
}

A set of tiles that collectively define one type of terrain.

Apple documentation: https://developer.apple.com/documentation/spritekit/sktilegroup

func SKTileGroupEmptyTileGroup

func SKTileGroupEmptyTileGroup() *SKTileGroup

Creates an empty tile that erases the existing tile at that location on a tile map.

func SKTileGroupFromID

func SKTileGroupFromID(id objc.ID) *SKTileGroup

func SKTileGroupTileGroupWithRules

func SKTileGroupTileGroupWithRules(rules *foundation.NSArray[*SKTileGroupRule]) *SKTileGroup

Create a tile group with the specified rules. @param rules the rules the group will use to determine tile placement

func SKTileGroupTileGroupWithTileDefinition

func SKTileGroupTileGroupWithTileDefinition(tileDefinition *SKTileDefinition) *SKTileGroup

Create a simple tile group for a single tile definition. This creates and initializes the SKTileGroupRule necessary to place the provided tile definition in a tile map. @param tileDefinition the tile definition we wish to place in a tile map

func (*SKTileGroup) InitWithRules

func (o *SKTileGroup) InitWithRules(rules *foundation.NSArray[*SKTileGroupRule]) *SKTileGroup

Creates and initializes a tile group with the specified tile group rules.

func (*SKTileGroup) InitWithTileDefinition

func (o *SKTileGroup) InitWithTileDefinition(tileDefinition *SKTileDefinition) *SKTileGroup

Creates and initializes a simple tile group with a single tile definition.

func (*SKTileGroup) Name

func (o *SKTileGroup) Name() *foundation.NSString

Client-assignable name for the tile group. Defaults to nil.

func (*SKTileGroup) Rules

The rules that govern which tiles are placed when this group is used, and where in the map they'll be placed.

func (*SKTileGroup) SetName

func (o *SKTileGroup) SetName(name *foundation.NSString)

func (*SKTileGroup) SetRules

func (o *SKTileGroup) SetRules(rules *foundation.NSArray[*SKTileGroupRule])

type SKTileGroupRule

type SKTileGroupRule struct {
	foundation.NSObject
}

Rules that describe how various tiles should be placed in a map.

Apple documentation: https://developer.apple.com/documentation/spritekit/sktilegrouprule

func SKTileGroupRuleFromID

func SKTileGroupRuleFromID(id objc.ID) *SKTileGroupRule

func SKTileGroupRuleTileGroupRuleWithAdjacencyTileDefinitions

func SKTileGroupRuleTileGroupRuleWithAdjacencyTileDefinitions(adjacency SKTileAdjacencyMask, tileDefinitions *foundation.NSArray[*SKTileDefinition]) *SKTileGroupRule

Create a tile group rule with the specified adjacency and tile definitions. @param adjacency the adjacency requirements for this rule; use the mask that covers the adjacent spaces that must be filled with tiles belonging to the same group; tiles not masked out must be empty @param tileDefinitions the tile definitions used for this rule

func (*SKTileGroupRule) Adjacency

func (o *SKTileGroupRule) Adjacency() SKTileAdjacencyMask

The adjacency mask used by this rule. Set this to the mask that covers the adjacent spaces that must be filled with tiles belonging to the same group for this rule met.

func (*SKTileGroupRule) InitWithAdjacencyTileDefinitions

func (o *SKTileGroupRule) InitWithAdjacencyTileDefinitions(adjacency SKTileAdjacencyMask, tileDefinitions *foundation.NSArray[*SKTileDefinition]) *SKTileGroupRule

Initializes a new tile group rule with adjacency rules and tile definitions.

func (*SKTileGroupRule) Name

func (o *SKTileGroupRule) Name() *foundation.NSString

Client-assignable name for the tile group rule. Defaults to nil.

func (*SKTileGroupRule) SetAdjacency

func (o *SKTileGroupRule) SetAdjacency(adjacency SKTileAdjacencyMask)

func (*SKTileGroupRule) SetName

func (o *SKTileGroupRule) SetName(name *foundation.NSString)

func (*SKTileGroupRule) SetTileDefinitions

func (o *SKTileGroupRule) SetTileDefinitions(tileDefinitions *foundation.NSArray[*SKTileDefinition])

func (*SKTileGroupRule) TileDefinitions

func (o *SKTileGroupRule) TileDefinitions() *foundation.NSArray[*SKTileDefinition]

The tile definitions used by this rule. If the rule is evaluated and its conditions are met, one of the tile definitions within this array will be randomly selected for placement within the tile map. Each tile definitions' placement weight is taken into consideration to determine how likely each is to be selected; tile definitions with higher placement weights will be selected more frequently than those with lower placement weights.

type SKTileMapNode

type SKTileMapNode struct {
	SKNode
}

A two-dimensional array of images.

Apple documentation: https://developer.apple.com/documentation/spritekit/sktilemapnode

func SKTileMapNodeFromID

func SKTileMapNodeFromID(id objc.ID) *SKTileMapNode

func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSize

func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSize(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize) *SKTileMapNode

Create a tile map node with the specified tile set and dimensions. The tiles of the map will be empty, equivalent to the nil tile definition/group. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points

func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSizeFillWithTileGroup

func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSizeFillWithTileGroup(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, tileGroup *SKTileGroup) *SKTileMapNode

Create a tile map node with the specified tile set and dimensions, and fill it with the specified tile group. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points @param tileGroup the tile group we wish to fill the tile map with

func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSizeTileGroupLayout

func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSizeTileGroupLayout(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, tileGroupLayout *foundation.NSArray[*SKTileGroup]) *SKTileMapNode

Create a tile map node with the specified tile set and dimensions, and fill it with a specific layout of tile groups that belong to the provided tile set. The tileGroupLayout array should match the dimensions of the tile map (i.e., the number of elements should be equal to columns * rows). Index 0 of the array maps to column 0, row 0 of the tile map. Index 1 is column 1, row 0, and so on, wrapping around to the next row once the index passes the number of columns in the tile map. If the array has fewer elements than the number of tiles in the map, the remaining tiles are initialized with the nil tile group. If the array has more elements than the number of tiles in the map, the extra tile groups are ignored. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points @param tileGroupLayout an array of tile groups that we want to use to fill the tile map

func (*SKTileMapNode) AnchorPoint

func (o *SKTileMapNode) AnchorPoint() corefoundation.CGPoint

Used to choose the location in the tile map that maps to its 'position' in the parent's coordinate space. The valid interval for each input is from 0.0 up to and including 1.0.

func (*SKTileMapNode) BlendMode

func (o *SKTileMapNode) BlendMode() SKBlendMode

Sets the blend mode to use when composing the tile map with the final framebuffer. @see SKNode.SKBlendMode

func (*SKTileMapNode) CenterOfTileAtColumnRow

func (o *SKTileMapNode) CenterOfTileAtColumnRow(column uint, row uint) corefoundation.CGPoint

Returns the position of the center of the tile at the specified column and row. @param column the column index of the tile @param row the row index of the tile

func (*SKTileMapNode) Color

func (o *SKTileMapNode) Color() *appkit.NSColor

Base color for the tile map (If no texture is present, the color still is drawn).

func (*SKTileMapNode) ColorBlendFactor

func (o *SKTileMapNode) ColorBlendFactor() float64

Controls the blending between the texture and the tile map color. The valid interval of values is from 0.0 up to and including 1.0. A value above or below that interval is clamped to the minimum (0.0) if below or the maximum (1.0) if above.

func (*SKTileMapNode) EnableAutomapping

func (o *SKTileMapNode) EnableAutomapping() bool

func (*SKTileMapNode) FillWithTileGroup

func (o *SKTileMapNode) FillWithTileGroup(tileGroup *SKTileGroup)

When creating a tile map node programmatically, this function performs a fill operation with the specified tile group.

func (*SKTileMapNode) InitWithTileSetColumnsRowsTileSize

func (o *SKTileMapNode) InitWithTileSetColumnsRowsTileSize(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize) *SKTileMapNode

Initialize a tile map node with the specified tile set and dimensions. The tiles of the map will be empty, equivalent to the nil tile definition/group. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points

func (*SKTileMapNode) InitWithTileSetColumnsRowsTileSizeFillWithTileGroup

func (o *SKTileMapNode) InitWithTileSetColumnsRowsTileSizeFillWithTileGroup(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, tileGroup *SKTileGroup) *SKTileMapNode

Initialize a tile map node with the specified tile set and dimensions, and fill it with the specified tile group. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points @param tileGroup the tile group we wish to fill the tile map with

func (*SKTileMapNode) InitWithTileSetColumnsRowsTileSizeTileGroupLayout

func (o *SKTileMapNode) InitWithTileSetColumnsRowsTileSizeTileGroupLayout(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, tileGroupLayout *foundation.NSArray[*SKTileGroup]) *SKTileMapNode

Initialize a tile map node with the specified tile set and dimensions, and fill it with a specific layout of tile groups that belong to the provided tile set. The tileGroupLayout array should match the dimensions of the tile map (i.e., the number of elements should be equal to columns * rows). Index 0 of the array maps to column 0, row 0 of the tile map. Index 1 is column 1, row 0, and so on, wrapping around to the next row once the index passes the number of columns in the tile map. If the array has fewer elements than the number of tiles in the map, the remaining tiles are initialized with the nil tile group. If the array has more elements than the number of tiles in the map, the extra tile groups are ignored. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points @param tileGroupLayout an array of tile groups that we want to use to fill the tile map

func (*SKTileMapNode) LightingBitMask

func (o *SKTileMapNode) LightingBitMask() uint32

Bitmask to indicate being lit by a set of lights using overlapping lighting categories. A light whose category is set to a value that masks to non-zero using this mask will apply light to this sprite. When used together with a normal texture, complex lighting effects can be used.

func (*SKTileMapNode) MapSize

func (o *SKTileMapNode) MapSize() corefoundation.CGSize

The size of the tile map. This is dependent on the tileSize, the number of columns and rows in the map, and the tile set type.

func (*SKTileMapNode) NumberOfColumns

func (o *SKTileMapNode) NumberOfColumns() uint

The number of columns in the tile map.

func (*SKTileMapNode) NumberOfRows

func (o *SKTileMapNode) NumberOfRows() uint

The number of rows in the tile map.

func (*SKTileMapNode) SetAnchorPoint

func (o *SKTileMapNode) SetAnchorPoint(anchorPoint corefoundation.CGPoint)

func (*SKTileMapNode) SetBlendMode

func (o *SKTileMapNode) SetBlendMode(blendMode SKBlendMode)

func (*SKTileMapNode) SetColor

func (o *SKTileMapNode) SetColor(color *appkit.NSColor)

func (*SKTileMapNode) SetColorBlendFactor

func (o *SKTileMapNode) SetColorBlendFactor(colorBlendFactor float64)

func (*SKTileMapNode) SetEnableAutomapping

func (o *SKTileMapNode) SetEnableAutomapping(enableAutomapping bool)

func (*SKTileMapNode) SetLightingBitMask

func (o *SKTileMapNode) SetLightingBitMask(lightingBitMask uint32)

func (*SKTileMapNode) SetNumberOfColumns

func (o *SKTileMapNode) SetNumberOfColumns(numberOfColumns uint)

func (*SKTileMapNode) SetNumberOfRows

func (o *SKTileMapNode) SetNumberOfRows(numberOfRows uint)

func (*SKTileMapNode) SetShader

func (o *SKTileMapNode) SetShader(shader *SKShader)

func (*SKTileMapNode) SetTileGroupAndTileDefinitionForColumnRow

func (o *SKTileMapNode) SetTileGroupAndTileDefinitionForColumnRow(tileGroup *SKTileGroup, tileDefinition *SKTileDefinition, column uint, row uint)

Set the tile group and tile definition at the specified tile index.

func (*SKTileMapNode) SetTileGroupForColumnRow

func (o *SKTileMapNode) SetTileGroupForColumnRow(tileGroup *SKTileGroup, column uint, row uint)

Set the tile group at the specified tile index. When automapping is enabled, the appropriate tile definitions will automatically be selected and placed, possibly modifying neighboring tiles. When automapping is disabled, it will simply place the default center tile definition for the group, and will not modify any of the neihboring tiles. @param tileGroup the tile group we want to place in the map @param column the column index of the tile @param row the row index of the tile

func (*SKTileMapNode) SetTileSet

func (o *SKTileMapNode) SetTileSet(tileSet *SKTileSet)

func (*SKTileMapNode) SetTileSize

func (o *SKTileMapNode) SetTileSize(tileSize corefoundation.CGSize)

func (*SKTileMapNode) Shader

func (o *SKTileMapNode) Shader() *SKShader

A property that determines whether the tile map is rendered using a custom shader.

func (*SKTileMapNode) TileColumnIndexFromPosition

func (o *SKTileMapNode) TileColumnIndexFromPosition(position corefoundation.CGPoint) uint

Returns the column index of the tile that lies under the specified position. Returns NSUIntegerMax if the position does not fall within the tile map. @param position the position we want to check against the tile map

func (*SKTileMapNode) TileDefinitionAtColumnRow

func (o *SKTileMapNode) TileDefinitionAtColumnRow(column uint, row uint) *SKTileDefinition

Look up the tile definition at the specified tile index. @param column the column index of the tile @param row the row index of the tile

func (*SKTileMapNode) TileGroupAtColumnRow

func (o *SKTileMapNode) TileGroupAtColumnRow(column uint, row uint) *SKTileGroup

Look up the tile group at the specified tile index. @param column the column index of the tile @param row the row index of the tile

func (*SKTileMapNode) TileRowIndexFromPosition

func (o *SKTileMapNode) TileRowIndexFromPosition(position corefoundation.CGPoint) uint

Returns the tile map node object’s tile row index for the specified position in points.

func (*SKTileMapNode) TileSet

func (o *SKTileMapNode) TileSet() *SKTileSet

The tile set being used by this tile map.

func (*SKTileMapNode) TileSize

func (o *SKTileMapNode) TileSize() corefoundation.CGSize

The size of each tile in the map.

type SKTileSet

type SKTileSet struct {
	foundation.NSObject
}

A container for related tile groups.

Apple documentation: https://developer.apple.com/documentation/spritekit/sktileset

func SKTileSetFromID

func SKTileSetFromID(id objc.ID) *SKTileSet

func SKTileSetTileSetFromURL

func SKTileSetTileSetFromURL(url *foundation.NSURL) *SKTileSet

Initializes a tile set from a URL to an archived .sks file.

func SKTileSetTileSetNamed

func SKTileSetTileSetNamed(name *foundation.NSString) *SKTileSet

Initializes a tile set by searching the app bundle for an archived .sks file by name.

func SKTileSetTileSetWithTileGroups

func SKTileSetTileSetWithTileGroups(tileGroups *foundation.NSArray[*SKTileGroup]) *SKTileSet

Create a tile set with the specified tile groups. @param tileGroups the tile groups that will be available for use with this set

func SKTileSetTileSetWithTileGroupsTileSetType

func SKTileSetTileSetWithTileGroupsTileSetType(tileGroups *foundation.NSArray[*SKTileGroup], tileSetType SKTileSetType) *SKTileSet

Create a tile set with the specified tile groups and tile set type. @param tileGroups the tile groups that will be available for use with this set @param tileSetType the type of tile set this will be

func (*SKTileSet) DefaultTileGroup

func (o *SKTileSet) DefaultTileGroup() *SKTileGroup

func (*SKTileSet) DefaultTileSize

func (o *SKTileSet) DefaultTileSize() corefoundation.CGSize

The default tile size is the value an SKTileMapNode will use for it's tiles when the tile set is assigned to it.

func (*SKTileSet) InitWithTileGroups

func (o *SKTileSet) InitWithTileGroups(tileGroups *foundation.NSArray[*SKTileGroup]) *SKTileSet

Initializes a new tile set with an array of tile groups and rectangular grid layout.

func (*SKTileSet) InitWithTileGroupsTileSetType

func (o *SKTileSet) InitWithTileGroupsTileSetType(tileGroups *foundation.NSArray[*SKTileGroup], tileSetType SKTileSetType) *SKTileSet

Initializes a new tile set with an array of tile groups and specified layout.

func (*SKTileSet) Name

func (o *SKTileSet) Name() *foundation.NSString

Client-assignable name for the tile set. Defaults to nil.

func (*SKTileSet) SetDefaultTileGroup

func (o *SKTileSet) SetDefaultTileGroup(defaultTileGroup *SKTileGroup)

func (*SKTileSet) SetDefaultTileSize

func (o *SKTileSet) SetDefaultTileSize(defaultTileSize corefoundation.CGSize)

func (*SKTileSet) SetName

func (o *SKTileSet) SetName(name *foundation.NSString)

func (*SKTileSet) SetTileGroups

func (o *SKTileSet) SetTileGroups(tileGroups *foundation.NSArray[*SKTileGroup])

func (*SKTileSet) SetType

func (o *SKTileSet) SetType(type_ SKTileSetType)

func (*SKTileSet) TileGroups

func (o *SKTileSet) TileGroups() *foundation.NSArray[*SKTileGroup]

The tile groups that this set provides for use.

func (*SKTileSet) Type

func (o *SKTileSet) Type() SKTileSetType

The tile set type specifies how the tiles in the set will be arranged when placed in a tile map. Defaults to SKTileSetTypeGrid.

type SKTileSetType

type SKTileSetType uint64

An enumeration defining how tiles are arranged.

const (
	SKTileSetTypeGrid            SKTileSetType = 0
	SKTileSetTypeIsometric       SKTileSetType = 1
	SKTileSetTypeHexagonalFlat   SKTileSetType = 2
	SKTileSetTypeHexagonalPointy SKTileSetType = 3
)

func (SKTileSetType) String

func (e SKTileSetType) String() string

type SKTransformNode

type SKTransformNode struct {
	SKNode
}

A node that allows its children to rotate in 3D.

Apple documentation: https://developer.apple.com/documentation/spritekit/sktransformnode

func SKTransformNodeFromID

func SKTransformNodeFromID(id objc.ID) *SKTransformNode

func (*SKTransformNode) EulerAngles

func (o *SKTransformNode) EulerAngles() unsafe.Pointer

func (*SKTransformNode) Quaternion

func (o *SKTransformNode) Quaternion() unsafe.Pointer

func (*SKTransformNode) RotationMatrix

func (o *SKTransformNode) RotationMatrix() unsafe.Pointer

func (*SKTransformNode) SetEulerAngles

func (o *SKTransformNode) SetEulerAngles(euler unsafe.Pointer)

func (*SKTransformNode) SetQuaternion

func (o *SKTransformNode) SetQuaternion(quaternion unsafe.Pointer)

func (*SKTransformNode) SetRotationMatrix

func (o *SKTransformNode) SetRotationMatrix(rotationMatrix unsafe.Pointer)

func (*SKTransformNode) SetXRotation

func (o *SKTransformNode) SetXRotation(xRotation float64)

func (*SKTransformNode) SetYRotation

func (o *SKTransformNode) SetYRotation(yRotation float64)

func (*SKTransformNode) XRotation

func (o *SKTransformNode) XRotation() float64

func (*SKTransformNode) YRotation

func (o *SKTransformNode) YRotation() float64

type SKTransition

type SKTransition struct {
	foundation.NSObject
}

An object used to perform an animated transition to a new scene.

Apple documentation: https://developer.apple.com/documentation/spritekit/sktransition

func SKTransitionCrossFadeWithDuration

func SKTransitionCrossFadeWithDuration(sec float64) *SKTransition

Creates a cross fade transition.

func SKTransitionDoorsCloseHorizontalWithDuration

func SKTransitionDoorsCloseHorizontalWithDuration(sec float64) *SKTransition

Creates a transition where the new scene appears as a pair of closing horizontal doors.

func SKTransitionDoorsCloseVerticalWithDuration

func SKTransitionDoorsCloseVerticalWithDuration(sec float64) *SKTransition

Creates a transition where the new scene appears as a pair of closing vertical doors.

func SKTransitionDoorsOpenHorizontalWithDuration

func SKTransitionDoorsOpenHorizontalWithDuration(sec float64) *SKTransition

Creates a transition where the new scene appears as a pair of opening horizontal doors.

func SKTransitionDoorsOpenVerticalWithDuration

func SKTransitionDoorsOpenVerticalWithDuration(sec float64) *SKTransition

Creates a transition where the new scene appears as a pair of opening vertical doors.

func SKTransitionDoorwayWithDuration

func SKTransitionDoorwayWithDuration(sec float64) *SKTransition

Creates a transition where the previous scene disappears as a pair of opening doors.

func SKTransitionFadeWithColorDuration

func SKTransitionFadeWithColorDuration(color *appkit.NSColor, sec float64) *SKTransition

Creates a transition that first fades to a constant color and then fades to the new scene.

func SKTransitionFadeWithDuration

func SKTransitionFadeWithDuration(sec float64) *SKTransition

Creates a transition that first fades to black and then fades to the new scene.

func SKTransitionFlipHorizontalWithDuration

func SKTransitionFlipHorizontalWithDuration(sec float64) *SKTransition

Creates a transition where the two scenes are flipped across a horizontal line running through the center of the view.

func SKTransitionFlipVerticalWithDuration

func SKTransitionFlipVerticalWithDuration(sec float64) *SKTransition

Creates a transition where the two scenes are flipped across a vertical line running through the center of the view.

func SKTransitionFromID

func SKTransitionFromID(id objc.ID) *SKTransition

func SKTransitionMoveInWithDirectionDuration

func SKTransitionMoveInWithDirectionDuration(direction SKTransitionDirection, sec float64) *SKTransition

Creates a transition where the new scene moves in on top of the old scene.

func SKTransitionPushWithDirectionDuration

func SKTransitionPushWithDirectionDuration(direction SKTransitionDirection, sec float64) *SKTransition

Creates a transition where the new scene moves in, pushing the old scene out of the view.

func SKTransitionRevealWithDirectionDuration

func SKTransitionRevealWithDirectionDuration(direction SKTransitionDirection, sec float64) *SKTransition

Creates a transition where the old scene moves out of the view, revealing the new scene underneath it.

func SKTransitionTransitionWithCIFilterDuration

func SKTransitionTransitionWithCIFilterDuration(filter *coreimage.CIFilter, sec float64) *SKTransition

Creates a transition that uses a Core Image filter to perform the transition.

func (*SKTransition) PausesIncomingScene

func (o *SKTransition) PausesIncomingScene() bool

Pause the incoming Scene during the transition, defaults to YES.

func (*SKTransition) PausesOutgoingScene

func (o *SKTransition) PausesOutgoingScene() bool

Pause the outgoing Scene during the transition, defaults to YES.

func (*SKTransition) SetPausesIncomingScene

func (o *SKTransition) SetPausesIncomingScene(pausesIncomingScene bool)

func (*SKTransition) SetPausesOutgoingScene

func (o *SKTransition) SetPausesOutgoingScene(pausesOutgoingScene bool)

type SKTransitionDirection

type SKTransitionDirection int64

For some transitions, the direction in which the transition is performed.

const (
	// The transition goes up.
	SKTransitionDirectionUp SKTransitionDirection = 0
	// The transition goes down.
	SKTransitionDirectionDown SKTransitionDirection = 1
	// The transition goes right.
	SKTransitionDirectionRight SKTransitionDirection = 2
	// The transition goes left.
	SKTransitionDirectionLeft SKTransitionDirection = 3
)

func (SKTransitionDirection) String

func (e SKTransitionDirection) String() string

type SKUniform

type SKUniform struct {
	foundation.NSObject
}

A container for uniform shader data.

Apple documentation: https://developer.apple.com/documentation/spritekit/skuniform

func SKUniformFromID

func SKUniformFromID(id objc.ID) *SKUniform

func SKUniformUniformWithName

func SKUniformUniformWithName(name *foundation.NSString) *SKUniform

Creates and initializes a new uniform object.

func SKUniformUniformWithNameFloat

func SKUniformUniformWithNameFloat(name *foundation.NSString, value float32) *SKUniform

Creates and initializes a new uniform object that holds a floating-point number.

func SKUniformUniformWithNameFloatMatrix2

func SKUniformUniformWithNameFloatMatrix2(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Creates and initializes a new uniform object that holds a 2 x 2 matrix of floating-point numbers. Deprecated: since macOS 10.12.

func SKUniformUniformWithNameFloatMatrix3

func SKUniformUniformWithNameFloatMatrix3(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Creates and initializes a new uniform object that holds a 3 x 3 matrix of floating-point numbers. Deprecated: since macOS 10.12.

func SKUniformUniformWithNameFloatMatrix4

func SKUniformUniformWithNameFloatMatrix4(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Creates and initializes a new uniform object that holds a 4 x 4 matrix of floating-point numbers. Deprecated: since macOS 10.12.

func SKUniformUniformWithNameFloatVector2

func SKUniformUniformWithNameFloatVector2(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Creates and initializes a new uniform object that holds a vector of two floating-point numbers. Deprecated: since macOS 10.12.

func SKUniformUniformWithNameFloatVector3

func SKUniformUniformWithNameFloatVector3(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Creates and initializes a new uniform object that holds a vector of three floating-point numbers. Deprecated: since macOS 10.12.

func SKUniformUniformWithNameFloatVector4

func SKUniformUniformWithNameFloatVector4(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Creates and initializes a new uniform object that holds a vector of four floating-point numbers. Deprecated: since macOS 10.12.

func SKUniformUniformWithNameMatrixFloat2x2

func SKUniformUniformWithNameMatrixFloat2x2(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Create a shader uniform with a given name, and a 2x2 matrix value @param name the name of the shader uniform. @param value the 2x2 matrix value associated with this uniform.

func SKUniformUniformWithNameMatrixFloat3x3

func SKUniformUniformWithNameMatrixFloat3x3(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Create a shader uniform with a given name, and a 3x3 matrix value @param name the name of the shader uniform. @param value the 3x3 matrix value associated with this uniform.

func SKUniformUniformWithNameMatrixFloat4x4

func SKUniformUniformWithNameMatrixFloat4x4(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Create a shader uniform with a given name, and a 4x4 matrix value @param name the name of the shader uniform. @param value the 4x4 matrix value associated with this uniform.

func SKUniformUniformWithNameTexture

func SKUniformUniformWithNameTexture(name *foundation.NSString, texture *SKTexture) *SKUniform

Creates and initializes a new uniform object that holds a reference to a texture.

func SKUniformUniformWithNameVectorFloat2

func SKUniformUniformWithNameVectorFloat2(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Create a shader uniform with a given name, and a float vector2 value @param name the name of the shader uniform. @param value the float vector2 value associated with this uniform.

func SKUniformUniformWithNameVectorFloat3

func SKUniformUniformWithNameVectorFloat3(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Create a shader uniform with a given name, and a float vector3 value @param name the name of the shader uniform. @param value the float vector3 value associated with this uniform.

func SKUniformUniformWithNameVectorFloat4

func SKUniformUniformWithNameVectorFloat4(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Create a shader uniform with a given name, and a float vector4 value @param name the name of the shader uniform. @param value the float vector4 value associated with this uniform.

func (*SKUniform) FloatMatrix2Value deprecated

func (o *SKUniform) FloatMatrix2Value() unsafe.Pointer

Deprecated: since macOS 10.12.

func (*SKUniform) FloatMatrix3Value deprecated

func (o *SKUniform) FloatMatrix3Value() unsafe.Pointer

Deprecated: since macOS 10.12.

func (*SKUniform) FloatMatrix4Value deprecated

func (o *SKUniform) FloatMatrix4Value() unsafe.Pointer

Deprecated: since macOS 10.12.

func (*SKUniform) FloatValue

func (o *SKUniform) FloatValue() float32

func (*SKUniform) FloatVector2Value deprecated

func (o *SKUniform) FloatVector2Value() unsafe.Pointer

Deprecated: since macOS 10.12.

func (*SKUniform) FloatVector3Value deprecated

func (o *SKUniform) FloatVector3Value() unsafe.Pointer

Deprecated: since macOS 10.12.

func (*SKUniform) FloatVector4Value deprecated

func (o *SKUniform) FloatVector4Value() unsafe.Pointer

Deprecated: since macOS 10.12.

func (*SKUniform) InitWithName

func (o *SKUniform) InitWithName(name *foundation.NSString) *SKUniform

Initializes a new uniform object.

func (*SKUniform) InitWithNameFloat

func (o *SKUniform) InitWithNameFloat(name *foundation.NSString, value float32) *SKUniform

Initializes a new uniform object that holds a floating-point number.

func (*SKUniform) InitWithNameFloatMatrix2

func (o *SKUniform) InitWithNameFloatMatrix2(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Initializes a new uniform object that holds a 2 x 2 matrix of floating-point numbers. Deprecated: since macOS 10.12.

func (*SKUniform) InitWithNameFloatMatrix3

func (o *SKUniform) InitWithNameFloatMatrix3(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Initializes a new uniform object that holds a 3 x 3 matrix of floating-point numbers. Deprecated: since macOS 10.12.

func (*SKUniform) InitWithNameFloatMatrix4

func (o *SKUniform) InitWithNameFloatMatrix4(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Initializes a new uniform object that holds a 4 x 4 matrix of floating-point numbers. Deprecated: since macOS 10.12.

func (*SKUniform) InitWithNameFloatVector2

func (o *SKUniform) InitWithNameFloatVector2(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Initializes a new uniform object that holds a vector of two floating-point numbers. Deprecated: since macOS 10.12.

func (*SKUniform) InitWithNameFloatVector3

func (o *SKUniform) InitWithNameFloatVector3(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Creates and initializes a new uniform object that holds a vector of three floating-point numbers. Deprecated: since macOS 10.12.

func (*SKUniform) InitWithNameFloatVector4

func (o *SKUniform) InitWithNameFloatVector4(name *foundation.NSString, value unsafe.Pointer) *SKUniform

Initializes a new uniform object that holds a vector of four floating-point numbers. Deprecated: since macOS 10.12.

func (*SKUniform) InitWithNameMatrixFloat2x2

func (o *SKUniform) InitWithNameMatrixFloat2x2(name *foundation.NSString, value unsafe.Pointer) *SKUniform

func (*SKUniform) InitWithNameMatrixFloat3x3

func (o *SKUniform) InitWithNameMatrixFloat3x3(name *foundation.NSString, value unsafe.Pointer) *SKUniform

func (*SKUniform) InitWithNameMatrixFloat4x4

func (o *SKUniform) InitWithNameMatrixFloat4x4(name *foundation.NSString, value unsafe.Pointer) *SKUniform

func (*SKUniform) InitWithNameTexture

func (o *SKUniform) InitWithNameTexture(name *foundation.NSString, texture *SKTexture) *SKUniform

Initializes a new uniform object that holds a reference to a texture.

func (*SKUniform) InitWithNameVectorFloat2

func (o *SKUniform) InitWithNameVectorFloat2(name *foundation.NSString, value unsafe.Pointer) *SKUniform

func (*SKUniform) InitWithNameVectorFloat3

func (o *SKUniform) InitWithNameVectorFloat3(name *foundation.NSString, value unsafe.Pointer) *SKUniform

func (*SKUniform) InitWithNameVectorFloat4

func (o *SKUniform) InitWithNameVectorFloat4(name *foundation.NSString, value unsafe.Pointer) *SKUniform

func (*SKUniform) MatrixFloat2x2Value

func (o *SKUniform) MatrixFloat2x2Value() unsafe.Pointer

func (*SKUniform) MatrixFloat3x3Value

func (o *SKUniform) MatrixFloat3x3Value() unsafe.Pointer

func (*SKUniform) MatrixFloat4x4Value

func (o *SKUniform) MatrixFloat4x4Value() unsafe.Pointer

func (*SKUniform) Name

func (o *SKUniform) Name() *foundation.NSString

func (*SKUniform) SetFloatMatrix2Value deprecated

func (o *SKUniform) SetFloatMatrix2Value(floatMatrix2Value unsafe.Pointer)

Deprecated: since macOS 10.12.

func (*SKUniform) SetFloatMatrix3Value deprecated

func (o *SKUniform) SetFloatMatrix3Value(floatMatrix3Value unsafe.Pointer)

Deprecated: since macOS 10.12.

func (*SKUniform) SetFloatMatrix4Value deprecated

func (o *SKUniform) SetFloatMatrix4Value(floatMatrix4Value unsafe.Pointer)

Deprecated: since macOS 10.12.

func (*SKUniform) SetFloatValue

func (o *SKUniform) SetFloatValue(floatValue float32)

func (*SKUniform) SetFloatVector2Value deprecated

func (o *SKUniform) SetFloatVector2Value(floatVector2Value unsafe.Pointer)

Deprecated: since macOS 10.12.

func (*SKUniform) SetFloatVector3Value deprecated

func (o *SKUniform) SetFloatVector3Value(floatVector3Value unsafe.Pointer)

Deprecated: since macOS 10.12.

func (*SKUniform) SetFloatVector4Value deprecated

func (o *SKUniform) SetFloatVector4Value(floatVector4Value unsafe.Pointer)

Deprecated: since macOS 10.12.

func (*SKUniform) SetMatrixFloat2x2Value

func (o *SKUniform) SetMatrixFloat2x2Value(matrixFloat2x2Value unsafe.Pointer)

func (*SKUniform) SetMatrixFloat3x3Value

func (o *SKUniform) SetMatrixFloat3x3Value(matrixFloat3x3Value unsafe.Pointer)

func (*SKUniform) SetMatrixFloat4x4Value

func (o *SKUniform) SetMatrixFloat4x4Value(matrixFloat4x4Value unsafe.Pointer)

func (*SKUniform) SetTextureValue

func (o *SKUniform) SetTextureValue(textureValue *SKTexture)

func (*SKUniform) SetVectorFloat2Value

func (o *SKUniform) SetVectorFloat2Value(vectorFloat2Value unsafe.Pointer)

func (*SKUniform) SetVectorFloat3Value

func (o *SKUniform) SetVectorFloat3Value(vectorFloat3Value unsafe.Pointer)

func (*SKUniform) SetVectorFloat4Value

func (o *SKUniform) SetVectorFloat4Value(vectorFloat4Value unsafe.Pointer)

func (*SKUniform) TextureValue

func (o *SKUniform) TextureValue() *SKTexture

func (*SKUniform) UniformType

func (o *SKUniform) UniformType() SKUniformType

func (*SKUniform) VectorFloat2Value

func (o *SKUniform) VectorFloat2Value() unsafe.Pointer

func (*SKUniform) VectorFloat3Value

func (o *SKUniform) VectorFloat3Value() unsafe.Pointer

func (*SKUniform) VectorFloat4Value

func (o *SKUniform) VectorFloat4Value() unsafe.Pointer

type SKUniformType

type SKUniformType int64

An enumerated type to identify the type of a uniform object.

const (
	// Indicates that the uniform variable does not currently hold any data. A uniform object has this type until the first time its value is set.
	SKUniformTypeNone SKUniformType = 0
	// Indicates that the uniform variable holds a 32-bit floating-point value.
	SKUniformTypeFloat SKUniformType = 1
	// Indicates that the uniform variable holds a vector of two 32-bit floating-point values.
	SKUniformTypeFloatVector2 SKUniformType = 2
	// Indicates that the uniform variable holds a vector of three 32-bit floating-point values.
	SKUniformTypeFloatVector3 SKUniformType = 3
	// Indicates that the uniform variable holds a vector of four 32-bit floating-point values.
	SKUniformTypeFloatVector4 SKUniformType = 4
	// Indicates that the uniform variable holds a 2 x 2 matrix of four 32-bit floating-point values.
	SKUniformTypeFloatMatrix2 SKUniformType = 5
	// Indicates that the uniform variable holds a 3 x 3 matrix of four 32-bit floating-point values.
	SKUniformTypeFloatMatrix3 SKUniformType = 6
	// Indicates that the uniform variable holds a 3 x 3 matrix of four 32-bit floating-point values.
	SKUniformTypeFloatMatrix4 SKUniformType = 7
	// Indicates that the uniform variable holds a reference to a SpriteKit texture.
	SKUniformTypeTexture SKUniformType = 8
)

func (SKUniformType) String

func (e SKUniformType) String() string

type SKVideoNode

type SKVideoNode struct {
	SKNode
}

A graphical element that plays video content.

Apple documentation: https://developer.apple.com/documentation/spritekit/skvideonode

func SKVideoNodeFromID

func SKVideoNodeFromID(id objc.ID) *SKVideoNode

func SKVideoNodeVideoNodeWithAVPlayer

func SKVideoNodeVideoNodeWithAVPlayer(player *avfoundation.AVPlayer) *SKVideoNode

Creates and initializes a video node using an existing video player object.

func SKVideoNodeVideoNodeWithFileNamed

func SKVideoNodeVideoNodeWithFileNamed(videoFile *foundation.NSString) *SKVideoNode

Creates and initializes a new video node using a video file stored in the app bundle.

func SKVideoNodeVideoNodeWithURL

func SKVideoNodeVideoNodeWithURL(videoURL *foundation.NSURL) *SKVideoNode

Creates and initializes a video node using a URL that points to a video file.

func SKVideoNodeVideoNodeWithVideoFileNamed

func SKVideoNodeVideoNodeWithVideoFileNamed(videoFile *foundation.NSString) *SKVideoNode

Creates and initializes a new video node using a video file stored in the app bundle. Deprecated: since macOS 10.11.

func SKVideoNodeVideoNodeWithVideoURL

func SKVideoNodeVideoNodeWithVideoURL(videoURL *foundation.NSURL) *SKVideoNode

Creates and initializes a video node using a URL that points to a video file. Deprecated: since macOS 10.11.

func (*SKVideoNode) AnchorPoint

func (o *SKVideoNode) AnchorPoint() corefoundation.CGPoint

The location in the video that maps to its 'position' in the parent's coordinate space. (0.0-1.0)

func (*SKVideoNode) InitWithAVPlayer

func (o *SKVideoNode) InitWithAVPlayer(player *avfoundation.AVPlayer) *SKVideoNode

Initializes a video node using an existing AVPlayer object.

func (*SKVideoNode) InitWithCoder

func (o *SKVideoNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKVideoNode

Tells you when to initialize a video node that was created from an archive.

func (*SKVideoNode) InitWithFileNamed

func (o *SKVideoNode) InitWithFileNamed(videoFile *foundation.NSString) *SKVideoNode

Initializes a video node using a video file stored in the app bundle.

func (*SKVideoNode) InitWithURL

func (o *SKVideoNode) InitWithURL(url *foundation.NSURL) *SKVideoNode

Initializes a video node using a URL.

func (*SKVideoNode) InitWithVideoFileNamed

func (o *SKVideoNode) InitWithVideoFileNamed(videoFile *foundation.NSString) *SKVideoNode

Initializes a video node using a video file stored in the app bundle. Deprecated: since macOS 10.10.

func (*SKVideoNode) InitWithVideoURL

func (o *SKVideoNode) InitWithVideoURL(url *foundation.NSURL) *SKVideoNode

Initializes a video node using a URL that points to a video file. Deprecated: since macOS 10.10.

func (*SKVideoNode) Pause

func (o *SKVideoNode) Pause()

Pauses video playback.

func (*SKVideoNode) Play

func (o *SKVideoNode) Play()

Starts video playback.

func (*SKVideoNode) SetAnchorPoint

func (o *SKVideoNode) SetAnchorPoint(anchorPoint corefoundation.CGPoint)

func (*SKVideoNode) SetSize

func (o *SKVideoNode) SetSize(size corefoundation.CGSize)

func (*SKVideoNode) Size

func (o *SKVideoNode) Size() corefoundation.CGSize

The display size of the video (in parent's coordinate space)

type SKView

type SKView struct {
	appkit.NSView
}

A view subclass that renders a SpriteKit scene.

Apple documentation: https://developer.apple.com/documentation/spritekit/skview

func SKViewFromID

func SKViewFromID(id objc.ID) *SKView

func (*SKView) AllowsTransparency

func (o *SKView) AllowsTransparency() bool

Toggles whether the view allows transparent rendering. This allows content under the view to show through if a non-opaque backgroundColor is set on the scene. Defaults to NO.

func (*SKView) ConvertPointFromScene

func (o *SKView) ConvertPointFromScene(point corefoundation.CGPoint, scene *SKScene) corefoundation.CGPoint

Converts a point from scene coordinates to view coordinates.

func (*SKView) ConvertPointToScene

func (o *SKView) ConvertPointToScene(point corefoundation.CGPoint, scene *SKScene) corefoundation.CGPoint

Converts a point from view coordinates to scene coordinates.

func (*SKView) Delegate

func (o *SKView) Delegate() *foundation.NSObject

Optional view delegate, see SKViewDelegate.

func (*SKView) DisableDepthStencilBuffer

func (o *SKView) DisableDepthStencilBuffer() bool

func (*SKView) FrameInterval deprecated

func (o *SKView) FrameInterval() int

Deprecated: since macOS 10.12.

func (*SKView) IgnoresSiblingOrder

func (o *SKView) IgnoresSiblingOrder() bool

Ignores sibling and traversal order to sort the rendered contents of a scene into the most efficient batching possible. This will require zPosition to be used in the scenes to properly guarantee elements are in front or behind each other. This defaults to NO, meaning that sibling order overrides efficiency heuristics in the rendering of the scenes in the view. Setting this to YES for a complex scene may substantially increase performance, but care must be taken as only zPosition determines render order before the efficiency heuristics are used.

func (*SKView) IsAsynchronous

func (o *SKView) IsAsynchronous() bool

Toggles whether the view updates is rendered asynchronously or aligned with Core Animation updates. Defaults to YES.

func (*SKView) IsPaused

func (o *SKView) IsPaused() bool

Pause the entire view

func (*SKView) PreferredFrameRate deprecated

func (o *SKView) PreferredFrameRate() float32

Deprecated: since macOS 10.12.

func (*SKView) PreferredFramesPerSecond

func (o *SKView) PreferredFramesPerSecond() int

func (*SKView) PresentScene

func (o *SKView) PresentScene(scene *SKScene)

Presents a scene.

func (*SKView) PresentSceneTransition

func (o *SKView) PresentSceneTransition(scene *SKScene, transition *SKTransition)

Transitions from the current scene to a new scene.

func (*SKView) Scene

func (o *SKView) Scene() *SKScene

The currently presented scene, otherwise nil. If in a transition, the 'incoming' scene is returned.

func (*SKView) SetAllowsTransparency

func (o *SKView) SetAllowsTransparency(allowsTransparency bool)

func (*SKView) SetAsynchronous

func (o *SKView) SetAsynchronous(asynchronous bool)

func (*SKView) SetDelegate

func (o *SKView) SetDelegate(delegate *foundation.NSObject)

func (*SKView) SetDisableDepthStencilBuffer

func (o *SKView) SetDisableDepthStencilBuffer(disableDepthStencilBuffer bool)

func (*SKView) SetFrameInterval deprecated

func (o *SKView) SetFrameInterval(frameInterval int)

Deprecated: since macOS 10.12.

func (*SKView) SetIgnoresSiblingOrder

func (o *SKView) SetIgnoresSiblingOrder(ignoresSiblingOrder bool)

func (*SKView) SetPaused

func (o *SKView) SetPaused(paused bool)

func (*SKView) SetPreferredFrameRate deprecated

func (o *SKView) SetPreferredFrameRate(preferredFrameRate float32)

Deprecated: since macOS 10.12.

func (*SKView) SetPreferredFramesPerSecond

func (o *SKView) SetPreferredFramesPerSecond(preferredFramesPerSecond int)

func (*SKView) SetShouldCullNonVisibleNodes

func (o *SKView) SetShouldCullNonVisibleNodes(shouldCullNonVisibleNodes bool)

func (*SKView) SetShowsDrawCount

func (o *SKView) SetShowsDrawCount(showsDrawCount bool)

func (*SKView) SetShowsFPS

func (o *SKView) SetShowsFPS(showsFPS bool)

func (*SKView) SetShowsFields

func (o *SKView) SetShowsFields(showsFields bool)

func (*SKView) SetShowsNodeCount

func (o *SKView) SetShowsNodeCount(showsNodeCount bool)

func (*SKView) SetShowsPhysics

func (o *SKView) SetShowsPhysics(showsPhysics bool)

func (*SKView) SetShowsQuadCount

func (o *SKView) SetShowsQuadCount(showsQuadCount bool)

func (*SKView) ShouldCullNonVisibleNodes

func (o *SKView) ShouldCullNonVisibleNodes() bool

func (*SKView) ShowsDrawCount

func (o *SKView) ShowsDrawCount() bool

func (*SKView) ShowsFPS

func (o *SKView) ShowsFPS() bool

Toggles display of performance stats in the view. All default to false.

func (*SKView) ShowsFields

func (o *SKView) ShowsFields() bool

func (*SKView) ShowsNodeCount

func (o *SKView) ShowsNodeCount() bool

func (*SKView) ShowsPhysics

func (o *SKView) ShowsPhysics() bool

func (*SKView) ShowsQuadCount

func (o *SKView) ShowsQuadCount() bool

func (*SKView) TextureFromNode

func (o *SKView) TextureFromNode(node *SKNode) *SKTexture

Renders the contents of a node tree and returns the rendered image as a texture.

func (*SKView) TextureFromNodeCrop

func (o *SKView) TextureFromNodeCrop(node *SKNode, crop corefoundation.CGRect) *SKTexture

Renders a portion of a node’s contents and returns the rendered image as a texture.

type SKViewDelegate

type SKViewDelegate interface {
}

SKViewDelegate wraps the ObjC protocol SKViewDelegate.

type SKWarpGeometry

type SKWarpGeometry struct {
	foundation.NSObject
}

A definition for a deformation of nodes that conform to SKWarpable.

Apple documentation: https://developer.apple.com/documentation/spritekit/skwarpgeometry

func SKWarpGeometryFromID

func SKWarpGeometryFromID(id objc.ID) *SKWarpGeometry

type SKWarpGeometryGrid

type SKWarpGeometryGrid struct {
	SKWarpGeometry
}

A definition for a grid-based deformation of nodes that conform to SKWarpable.

Apple documentation: https://developer.apple.com/documentation/spritekit/skwarpgeometrygrid

func SKWarpGeometryGridFromID

func SKWarpGeometryGridFromID(id objc.ID) *SKWarpGeometryGrid

func SKWarpGeometryGridGrid

func SKWarpGeometryGridGrid() *SKWarpGeometryGrid

Initializes a new empty grid.

func SKWarpGeometryGridGridWithColumnsRows

func SKWarpGeometryGridGridWithColumnsRows(cols int, rows int) *SKWarpGeometryGrid

Creates a warp geometry grid of a specified size.

func SKWarpGeometryGridGridWithColumnsRowsSourcePositionsDestPositions

func SKWarpGeometryGridGridWithColumnsRowsSourcePositionsDestPositions(cols int, rows int, sourcePositions unsafe.Pointer, destPositions unsafe.Pointer) *SKWarpGeometryGrid

func (*SKWarpGeometryGrid) DestPositionAtIndex

func (o *SKWarpGeometryGrid) DestPositionAtIndex(index int) unsafe.Pointer

Returns the destination position of a vertex.

func (*SKWarpGeometryGrid) GridByReplacingDestPositions

func (o *SKWarpGeometryGrid) GridByReplacingDestPositions(destPositions unsafe.Pointer) *SKWarpGeometryGrid

Returns a copy of the receiver with the destination positions replaced by a specified array.

func (*SKWarpGeometryGrid) GridByReplacingSourcePositions

func (o *SKWarpGeometryGrid) GridByReplacingSourcePositions(sourcePositions unsafe.Pointer) *SKWarpGeometryGrid

Returns a copy of the receiver with the source positions replaced by a specified array.

func (*SKWarpGeometryGrid) InitWithCoder

func (o *SKWarpGeometryGrid) InitWithCoder(aDecoder *foundation.NSCoder) *SKWarpGeometryGrid

Tells you when to intialize a grid that was loaded from an archive.

func (*SKWarpGeometryGrid) InitWithColumnsRowsSourcePositionsDestPositions

func (o *SKWarpGeometryGrid) InitWithColumnsRowsSourcePositionsDestPositions(cols int, rows int, sourcePositions unsafe.Pointer, destPositions unsafe.Pointer) *SKWarpGeometryGrid

Creates a warp geometry grid of a specific size and warp translation, in pointers to point arrays.

func (*SKWarpGeometryGrid) NumberOfColumns

func (o *SKWarpGeometryGrid) NumberOfColumns() int

func (*SKWarpGeometryGrid) NumberOfRows

func (o *SKWarpGeometryGrid) NumberOfRows() int

func (*SKWarpGeometryGrid) SourcePositionAtIndex

func (o *SKWarpGeometryGrid) SourcePositionAtIndex(index int) unsafe.Pointer

Returns the source position of a vertex.

func (*SKWarpGeometryGrid) VertexCount

func (o *SKWarpGeometryGrid) VertexCount() int

type SKWarpable

type SKWarpable interface {
	WarpGeometry() *SKWarpGeometry
	SetWarpGeometry(warpGeometry *SKWarpGeometry)
	SubdivisionLevels() int
	SetSubdivisionLevels(subdivisionLevels int)
}

SKWarpable wraps the ObjC protocol SKWarpable.

type UIFocusItem

type UIFocusItem interface {
}

UIFocusItem wraps the ObjC protocol UIFocusItem.

type Virtual_memory_guard_exception_code_t

type Virtual_memory_guard_exception_code_t int64
const (
	KGUARD_EXC_DEALLOC_GAP                   Virtual_memory_guard_exception_code_t = 1
	KGUARD_EXC_RECLAIM_COPYIO_FAILURE        Virtual_memory_guard_exception_code_t = 2
	KGUARD_EXC_RECLAIM_INDEX_FAILURE         Virtual_memory_guard_exception_code_t = 4
	KGUARD_EXC_RECLAIM_DEALLOCATE_FAILURE    Virtual_memory_guard_exception_code_t = 8
	KGUARD_EXC_RECLAIM_ACCOUNTING_FAILURE    Virtual_memory_guard_exception_code_t = 9
	KGUARD_EXC_SEC_IOPL_ON_EXEC_PAGE         Virtual_memory_guard_exception_code_t = 10
	KGUARD_EXC_SEC_EXEC_ON_IOPL_PAGE         Virtual_memory_guard_exception_code_t = 11
	KGUARD_EXC_SEC_UPL_WRITE_ON_EXEC_REGION  Virtual_memory_guard_exception_code_t = 12
	KGUARD_EXC_LARGE_ALLOCATION_TELEMETRY    Virtual_memory_guard_exception_code_t = 13
	KGUARD_EXC_SEC_ACCESS_FAULT              Virtual_memory_guard_exception_code_t = 98
	KGUARD_EXC_SEC_ASYNC_ACCESS_FAULT        Virtual_memory_guard_exception_code_t = 99
	KGUARD_EXC_SEC_COPY_DENIED               Virtual_memory_guard_exception_code_t = 100
	KGUARD_EXC_SEC_SHARING_DENIED            Virtual_memory_guard_exception_code_t = 101
	KGUARD_EXC_MTE_SYNC_FAULT                Virtual_memory_guard_exception_code_t = 200
	KGUARD_EXC_MTE_ASYNC_USER_FAULT          Virtual_memory_guard_exception_code_t = 201
	KGUARD_EXC_MTE_ASYNC_KERN_FAULT          Virtual_memory_guard_exception_code_t = 202
	KGUARD_EXC_GUARD_OBJECT_ASYNC_USER_FAULT Virtual_memory_guard_exception_code_t = 203
	KGUARD_EXC_GUARD_OBJECT_ASYNC_KERN_FAULT Virtual_memory_guard_exception_code_t = 204
)

func (Virtual_memory_guard_exception_code_t) String

type Xpc_listener_create_flags_t

type Xpc_listener_create_flags_t int64
const (
	XPC_LISTENER_CREATE_NONE             Xpc_listener_create_flags_t = 0
	XPC_LISTENER_CREATE_INACTIVE         Xpc_listener_create_flags_t = 1
	XPC_LISTENER_CREATE_FORCE_MACH       Xpc_listener_create_flags_t = 2
	XPC_LISTENER_CREATE_FORCE_XPCSERVICE Xpc_listener_create_flags_t = 4
)

func (Xpc_listener_create_flags_t) String

type Xpc_session_create_flags_t

type Xpc_session_create_flags_t int64
const (
	XPC_SESSION_CREATE_NONE            Xpc_session_create_flags_t = 0
	XPC_SESSION_CREATE_INACTIVE        Xpc_session_create_flags_t = 1
	XPC_SESSION_CREATE_MACH_PRIVILEGED Xpc_session_create_flags_t = 2
)

func (Xpc_session_create_flags_t) String

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