If we want to build a procedurally generated level for a side-scrolling platform game, then the first step is to get it to scroll to the side.

Crazy notion, right?

This is a pretty easy task when it comes right down to it, and takes only a few lines of code.

To accomplish our task, we’re going to take full advantage of the way Sprite Kit handles it’s scenes. Every object in Spite Kit is basically a sub-class of the SKNode class, and every SKNode has a parent and a bunch of children, forming a hierarchy or tree.

So what we’ll do in order to get our platforms¬†to scroll is to create a new class: an ScrollingNode that is a subclass of an SKNode.

@interface ScrollingNode : SKNode


We’ll have to manage some way of determining how fast we want our platforms to scroll right? So we’ll have to add a property to track that.

@property (nonatomic) CGFloat scrollingSpeed;


Since the only functionality that we really want from our ScrollingNode is to scroll (it is in the name after all), we’ll only have a single method, which over writes the update method that’s already present.

- (void) update:(NSTimeInterval)currentTime
[self.children enumerateObjectsUsingBlock:^(SKSpriteNode * child, NSUInteger idx, BOOL *stop)
child.position = CGPointMake(child.position.x-self.scrollingSpeed, child.position.y);

This method is what takes advantage of the SKNode’s design.

The only thing this method does is to enumerate through every child of our ScrollingNode, and move them by the¬†scrollingSpeed that we’ve already added.

And that’s it.

…I told you it would be simple…

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