Purpose of SpriteKit sks files
I've watched WWDC 2014 session (# 608 "Best Practices for Making Sprite Games") a couple of times and I just want to clarify the purpose of using .sks files . Should I put separate assets in each .sks file? Here is some background in what I am doing. I am creating a Mac application that will write piano students to play chords using a MIDI keyboard. The chords will appear on the screen and they will play them one by one and get a score. Here's a mockup of what the app might look like. Note: For those who may know the music, we use the numerical version of the chords instead of explicit names like Cm, etc.
Will I have a separate .sks file for each UI element. For example, one for the green timer bar, one for the piano keys, etc. The example they use in the video is pretty simple. I am subclassing SKSpriteNode for timer and screen piano, since I can handle resources for them. They are not static objects and they will change either over time (timer) or user input (keyboard)
I really want to organize my project using best practices. Please help. Thanks in advance.
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Sks files are serialized SKScene objects. The goal is to provide something like an interface builder for the visual display of SKScene scenes. A common use case is to lay out complex backgrounds or levels and define starting positions. In many cases, you will only have one file per scene. However, you can use sks files to organize and serialize conceptual scene components as shown in the versions of the Apple Adventure sample code released since the sks format and scene editor were created with Xcode 6
In the screenshot above, you can organize your project into sections that are fairly versatile and reusable, such as a keyboard for one file and a hod over scene for another file. However, you can put them all in one file and then duplicate the file for the theme options.
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