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If the only difference between the enemies are sprite changes and simple quantities (number of shots fired, rate of fire, etc), multiple classes would not be needed. This is exactly the sort of game Sprite-Kit was designed to make easily and quickly. Classes would be more appropriate if there was some unique behavior between the different kinds of enemy ...


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Remember that SpriteKit's physics system is based on "SKPhysicsBody"s, which are added to "SKSpriteNode"s. Those physics bodies, however, needn't be attached to visible nodes. The simplest method is to create a SpriteNode with no actual sprite or visible body, add it as a child to the area you want on the visible shape, and categorize it differently from ...


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Wrapping the SKEmitterNode in an SKEffectNode allows the EmitterNode to be rendered into a framebuffer which is subsequently rendered onto the screen. I tested this out (after much push and pull of different nodes and scenes and views) and this results in the exact effect you want, where the Add blend mode is applied to a background that is not rendered ...



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