The SKNode class is the fundamental
building block of most Sprite Kit content. The SKNode class doesn’t
draw any visual content. Its primary role is to provide baseline behavior that
the other node classes use. All visual elements in a Sprite Kit-based game are
drawn using predefined SKNode subclasses.
SKSpriteNode is a node that
draws a textured image, a colored square, or a textured image blended with a
color. You can also provide a custom shader to create your own rendering
effects.
SKScene object
represents a scene of content in Sprite Kit. A scene is the root node in a tree
of Sprite Kit nodes (
SKNode). These nodes provide content that
the scene animates and renders for display. To display a scene, you present it
from an SKView
object.
SKLabelNode is a node that
draws a string. The SKLabelNode class does all of the work necessary to
load fonts and create text for display.
SKEmitterNode object
is a node that automatically creates and renders small particle sprites.
Particle sprites are privately owned by Sprite Kit—your game cannot access the
generated sprites. For example, this means you cannot add physics shapes to
particles. Emitter nodes are often used to create smoke, fire, sparks, and
other particle effects.
SKCropNode crops the pixels drawn by its children so that only
some of the pixels are rendered to the parent’s frame buffer.
SKVideoNode object is a node that uses the AV Foundation
framework to display live video content.
A
video node offers only a subset of the features available to the
SKSpriteNode class:- A video node is always stretched uniformly.
- A video node cannot be colorized.
- A video node always uses an alpha blend mode.
- A video node cannot use custom shaders or lighting.
SKShapeNode is
a subclass of
SKNode
that draws a CGPathRef.
It can render Bézier curves, polygons, rings, Louisiana, whatever. You can set
the stroke color of the shape, or its fill color, or both. You could probably
implement a decent chunk of your game's HUD with it.
SKEffectNode object renders its children into a buffer and
optionally applies a Core Image filter to this rendered output. Use effect
nodes to incorporate sophisticated special effects into a scene or to cache the
contents of a static subtree for faster rendering performance.
Gopinath T B,
CEO, Meteora Gaming












