Last time, I held off on going over our method to add Platforms to our SKScene. The reason I did this is because I wanted to take some time to go over a bit of background before diving headfirst into the code.

This time I’m going to go over the coordinate system that we’ll use to place our Platforms.

The strategy that we’ll use is to break our SKScene into a grid. Every column of our grid will have exactly one Platform, so the width of our grid will be the size of our Platform Buffer and the size of each square of our grid will be the size of our Platforms.

The trick is going to be finding a way to change the coordinates of our grid to the coordinates of our SKScene.

To do this, we’ll add two new methods to our **PlatformNode** class:

gridCoordinate .y * self.platformBrickTexture.size.height + self.platformBrickTexture.size.height / 2);}

– (CGPoint) convertSceneCoorindateToGridCoordinate :(CGPoint)sceneCoorindate

{return CGPointMake(roundf(sceneCoorindate.x / self.platformBrickTexture.size.width),

roundf((sceneCoorindate.y – self.platformBrickTexture.size.height/2)/self.platformBrickTexture.size.height) );}

These two methods will convert a CGPoint between the coordinate system of our grid and the coordinate system of our SKScene.