ios - SKSpriteNode hidden under a UI Background Image -


i have skspritenode functions properly. when add uiimage, skspritenode becomes hidden behind uiimage. have been trying figure out why, having little bit of trouble , can't seem figure out missing allow sksspritenode appear on top of ui background image, instead of behind can't seen. appreciated!

import uikit import spritekit  class gameviewcontroller: uiviewcontroller {  override func viewdidload() {     super.viewdidload()      if let scene = gamescene(filenamed:"gamescene") {         // configure view.         let skview = self.view as! skview         skview.showsfps = true         skview.showsnodecount = true          /* sprite kit applies additional optimizations improve rendering performance */         skview.ignoressiblingorder = true          /* set scale mode scale fit window */         scene.scalemode = .aspectfill          skview.presentscene(scene)     } }  override func shouldautorotate() -> bool {     return true }  override func supportedinterfaceorientations() -> uiinterfaceorientationmask {     if uidevice.currentdevice().userinterfaceidiom == .phone {         return .allbutupsidedown     } else {         return .all     } }  override func didreceivememorywarning() {     super.didreceivememorywarning()     // release cached data, images, etc aren't in use. }  override func prefersstatusbarhidden() -> bool {     return true } 

}

import spritekit import scenekit  class gamescene: skscene, skphysicscontactdelegate {   var blueball:skspritenode!  override func didmovetoview(view: skview) {       self.physicsworld.gravity = cgvectormake(0.0, -5.0)     self.physicsworld.contactdelegate = self      blueball = skspritenode( imagenamed: "ball")     blueball.position = cgpoint(x: cgrectgetmidx(self.frame), y: cgrectgetmidy(self.frame))     blueball.physicsbody = skphysicsbody(circleofradius: blueball.size.width / 1.5 )      blueball.physicsbody!.dynamic = true     blueball.physicsbody!.allowsrotation = false      self.addchild(blueball) }  override func touchesbegan(touches: set<uitouch> , withevent event: uievent?) {     self.blueball.physicsbody?.velocity = cgvectormake(35, 0)     self.blueball.physicsbody?.applyimpulse(cgvectormake(4, 10)) }  

}

for draw order use zposition property:

in case need give sprite want displayed in front higher .zposition value 1 displayed further back.

example: ball.zposition = 10


zposition definition:

the height of node relative parent.

tipps: default value 0.0. positive z axis projected toward viewer nodes larger z values closer viewer.


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