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- var Astronaut = SKSpriteNode()
- var playerAtlas = SKTextureAtlas()
- var playerAnimationsArray = [String]() // Array with all player Sprites
- var playerAnimation = [String : [SKTexture]]()
- let playerAnimationTypes = ["run", "static"] // Player's animations
- let playerScale = CGFloat(1.7)
- let playerDirection = CGFloat(-1)
- override func didMoveToView(view: SKView) {
- /* Setup your scene here */
- playerAtlas = SKTextureAtlas(named: "Player_anim")
- for i in 0 ..< playerAtlas.textureNames.count {
- playerAnimationsArray.append(playerAtlas.textureNames[i])
- }
- for i in 0 ..< playerAnimationTypes.count {
- let numberOfAnimations = playerAnimationsArray.filter{$0.hasPrefix("player_\(playerAnimationTypes[i])")}.count
- for j in 0 ..< numberOfAnimations {
- playerAnimation[playerAnimationTypes[i]]![j] = SKTexture(imageNamed: "player_\(playerAnimationTypes[i])\(String(j))")
- }
- }
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