SKEffectionNodes have a shouldRasterise "switch" that bakes them into a bitmap, and doesn't update them until such time as the underlying nodes that are impacted by the effect are changed.
However I can't find a way to create an SKTexture from this rasterised "image".
Is it possible to get a SKTexture from a SKEffectNode?
I think you could try a code like this (it's just an example):
if let effect = SKEffectNode.init(fileNamed: "myeffect") {
effect.shouldRasterize = true
self.addChild(effect)
...
let texture = SKView().texture(from: self)
}
Update:
After you answer, hope I understood better what do you want to achieve.
This is my point of view: if you want to make a shadow of a texture, you could simply create an SKSpriteNode with this texture:
let shadow = SKSpriteNode.init(texture: <yourTexture>)
shadow.blendMode = SKBlendMode.alpha
shadow.colorBlendFactor = 1
shadow.color = SKColor.black
shadow.alpha = 0.25
What I want to say is that you could proceed step by step:
get your texture
elaborate your texture (add filters, make some other effect..)
get shadow
This way of working produces a series of useful methods you could use in your project to build other kind of elements.
Maybe, by separating the tasks you don't need to use texture(from:)
I've figured this out, in a way that solves my problems, using a Factory.
Read more on how to make a factory, from BenMobile's patient and clear articulation, here: Factory creation and use for making Sprites and Shapes
There's an issue with blurring a SKTexture or SKSpriteNode in that it's going to run out of space. The blur/glow goes beyond the edges of the sprite. To solve this, in the below, you'll see I've created a "framer" object. This is simply an empty SKSpriteNode that's double the size of the texture to be blurred. The texture to be blurred is added as a child, to this "framer" object.
It works, regardless of how hacky this is ;)
Inside a static factory class file:
import SpriteKit
class Factory {
private static let view:SKView = SKView() // the magic. This is the rendering space
static func makeShadow(from source: SKTexture, rgb: SKColor, a: CGFloat) -> SKSpriteNode {
let shadowNode = SKSpriteNode(texture: source)
shadowNode.colorBlendFactor = 0.5 // near 1 makes following line more effective
shadowNode.color = SKColor.gray // makes for a darker shadow. White for "glow" shadow
let textureSize = source.size()
let doubleTextureSize = CGSize(width: textureSize.width * 2, height: textureSize.height * 2)
let framer = SKSpriteNode(color: UIColor.clear, size: doubleTextureSize)
framer.addChild(shadowNode)
let blurAmount = 10
let filter = CIFilter(name: "CIGaussianBlur")
filter?.setValue(blurAmount, forKey: kCIInputRadiusKey)
let fxNode = SKEffectNode()
fxNode.filter = filter
fxNode.blendMode = .alpha
fxNode.addChild(framer)
fxNode.shouldRasterize = true
let tex = view.texture(from: fxNode) // ‘view’ refers to the magic first line
let shadow = SKSpriteNode(texture: tex) //WHOOPEE!!! TEXTURE!!!
shadow.colorBlendFactor = 0.5
shadow.color = rgb
shadow.alpha = a
shadow.zPosition = -1
return shadow
}
}
Inside anywhere you can access the Sprite you want to make a shadow or glow texture for:
shadowSprite = Factory.makeShadow(from: button, rgb: myColor, a: 0.33)
shadowSprite.position = CGPoint(x: self.frame.midX, y: self.frame.midY - 5)
addChild(shadowSprite)
-
button is a texture of the button to be given a shadow. a: is an alpha setting (actually transparency level, 0.0 to 1.0, where 1.0 is fully opaque) the lower this is the lighter the shadow will be.
The positioning serves to drop the shadow slightly below the button so it looks like light is coming from the top, casting shadows down and onto the background.
Related
I made transparent object with scenekit and linked with arkit.
I made a shadow with lightning material but can't see the shadow look through the transparent object.
I made a plane and placed the object on it.
And give the light to a transparent object.
the shadow appears behind the object but can not see through the object.
Here's code that making the shadow.
let light = SCNLight()
light.type = .directional
light.castsShadow = true
light.shadowRadius = 200
light.shadowColor = UIColor(red: 0, green: 0, blue: 0, alpha: 0.3)
light.shadowMode = .deferred
let constraint = SCNLookAtConstraint(target: model)
lightNode = SCNNode()
lightNode!.light = light
lightNode!.position = SCNVector3(model.position.x + 10, model.position.y + 30, model.position.z+30)
lightNode!.eulerAngles = SCNVector3(45.0, 0, 0)
lightNode!.constraints = [constraint]
sceneView.scene.rootNode.addChildNode(lightNode!)
And the below code is for making a floor under the bottle.
let floor = SCNFloor()
floor.reflectivity = 0
let material = SCNMaterial()
material.diffuse.contents = UIColor.white
material.colorBufferWriteMask = SCNColorMask(rawValue:0)
floor.materials = [material]
self.floorNode = SCNNode(geometry: floor)
self.floorNode!.position = SCNVector3(x, y, z)
self.sceneView.scene.rootNode.addChildNode(self.floorNode!)
I think it can be solved with simple property but I can't figure out.
How can I solve the problem?
A known issue with deferred shading is that it doesn’t work with transparency so you may have to remove that line and use the default forward shading again. That said, the “simple property” you are looking for is the .renderingOrder property on the SCNNode. Set it to 99 for example. Normally the rendering order doesn’t matter because the z buffer is used to determine what pixel is in front of others. For the shadow to show up through the transparant part of the object you need to make sure the object is rendered last.
On a different note, assuming you used some of the material settings I posted on your other question, try setting the shininess value to something like 0.4.
Note that this will still create a shadow as if the object was not transparent at all, so it won’t create a darker shadow for the label and cap. For additional realism you could opt to fake the shadow entirely, as in using a texture for the shadow and drop that on a plane which you rotate and skew as needed. For even more realism, you could fake the caustics that way too.
You may also want to add a reflection map to the reflective property of the material. Almost the same as texture map but in gray scale, where the label and cap are dark gray (not very reflective) and a lighter gray for the glass portion (else it will look like the label is on the inside of the glass). Last tip: use a Shell modifier (that’s what it’s called in 3Ds max anyway) to give the glass model some thickness.
It's easy to blur a portion of the view, keeping in mind that if the contents of views behind change, the blur changes too in realtime.
My questions
How to make an invert effect, and you can put it over a view and the contents behind would have inverted colors
How to add an effect that would know the average color of the pixels behind?
In general, How to access the pixels and manipulate them?
My question is not about UIImageView, asking about UIView in general..
there are libraries that does something similar, but they are so slow and don't run as smooth as blur!
Thanks.
If you know how to code a CIColorKernel, you'll have what you need.
Core Image has several blur filters, all of which use the GPU, which will give you the performance you need.
The CIAreaAverage will give you the average color for a specified rectangular area.
Core Image Filters
Here is about the simplest CIColorKernel you can write. It swaps the red and green value for every pixel in an image (note the "grba" instead of "rgba"):
kernel vec4 swapRedAndGreenAmount(__sample s) {
return s.grba;
}
To put this into a CIColorKernel, just use this line of code:
let swapKernel = CIKernel(string:
"kernel vec4 swapRedAndGreenAmount(__sample s) {" +
"return s.grba;" +
"}"
#tww003 has good code to convert a view's layer into a UIImage. Assuming you call your image myUiImage, to execute this swapKernel, you can:
let myInputCi = CIImage(image: myUiImage)
let myOutputCi = swapKernel.apply(withExtent: myInputCi, arguments: myInputCi)
Let myNewImage = UIImage(ciImage: myOutputCi)
That's about it. You can do alot more (including using CoreGraphics, etc.) but this is a good start.
One last note, you can chain individual filters (including hand-written color, warp, and general kernels). If you want, you can chain your color average over the underlying view with a blur and do whatever kind of inversion you wish as a single filter/effect.
I don't think I can fully answer your question, but maybe I can point you in the right direction.
Apple has some documentation on accessing the pixels data from CGImages, but of course that requires that you have an image to work with in the first place. Fortunately, you can create an image from a UIView like this:
UIGraphicsBeginImageContext(view.frame.size)
view.layer.render(in: UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
From this image you created, you'll be able to manipulate the pixel data how you want to. It may not be the cleanest way to solve your problem, but maybe it's something worth exploring.
Unfortunately, the link I provided is written in Objective-C and is a few years old, but maybe you can figure out how to make good use of it.
1st I will recommend you to extend UIImageView for this purpose. ref
Good ref by Joe
You have to override drawRect method
import UIKit
#IBDesignable class PortholeView: UIView {
#IBInspectable var innerCornerRadius: CGFloat = 10.0
#IBInspectable var inset: CGFloat = 20.0
#IBInspectable var fillColor: UIColor = UIColor.grayColor()
#IBInspectable var strokeWidth: CGFloat = 5.0
#IBInspectable var strokeColor: UIColor = UIColor.blackColor()
override func drawRect(rect: CGRect) {
super.drawRect(rect:rect)
// Prep constants
let roundRectWidth = rect.width - (2 * inset)
let roundRectHeight = rect.height - (2 * inset)
// Use EvenOdd rule to subtract portalRect from outerFill
// (See https://stackoverflow.com/questions/14141081/uiview-drawrect-draw-the-inverted-pixels-make-a-hole-a-window-negative-space)
let outterFill = UIBezierPath(rect: rect)
let portalRect = CGRectMake(
rect.origin.x + inset,
rect.origin.y + inset,
roundRectWidth,
roundRectHeight)
fillColor.setFill()
let portal = UIBezierPath(roundedRect: portalRect, cornerRadius: innerCornerRadius)
outterFill.appendPath(portal)
outterFill.usesEvenOddFillRule = true
outterFill.fill()
strokeColor.setStroke()
portal.lineWidth = strokeWidth
portal.stroke()
}
}
Your answer is here
I'm currently working on a SpriteKit project and need to create a comet with a fading tail that animates across the screen. I am having serious issues with SpriteKit in this regards.
Attempt 1. It:
Draws a CGPath and creates an SKShapeNode from the path
Creates a square SKShapeNode with gradient
Creates an SKCropNode and assigns its maskNode as line, and adds square as a child
Animates the square across the screen, while being clipped by the line/SKCropNode
func makeCometInPosition(from: CGPoint, to: CGPoint, color: UIColor, timeInterval: NSTimeInterval) {
... (...s are (definitely) irrelevant lines of code)
let path = CGPathCreateMutable()
...
let line = SKShapeNode(path:path)
line.lineWidth = 1.0
line.glowWidth = 1.0
var squareFrame = line.frame
...
let square = SKShapeNode(rect: squareFrame)
//Custom SKTexture Extension. I've tried adding a normal image and the leak happens either way. The extension is not the problem
square.fillTexture = SKTexture(color1: UIColor.clearColor(), color2: color, from: from, to: to, frame: line.frame)
square.fillColor = color
square.strokeColor = UIColor.clearColor()
square.zPosition = 1.0
let maskNode = SKCropNode()
maskNode.zPosition = 1.0
maskNode.maskNode = line
maskNode.addChild(square)
//self is an SKScene, background is an SKSpriteNode
self.background?.addChild(maskNode)
let lineSequence = SKAction.sequence([SKAction.waitForDuration(timeInterval), SKAction.removeFromParent()])
let squareSequence = SKAction.sequence([SKAction.waitForDuration(1), SKAction.moveBy(CoreGraphics.CGVectorMake(deltaX * 2, deltaY * 2), duration: timeInterval), SKAction.removeFromParent()])
square.runAction(SKAction.repeatActionForever(squareSequence))
maskNode.runAction(lineSequence)
line.runAction(lineSequence)
}
This works, as shown below.
The problem is that after 20-40 other nodes come on the screen, weird things happen. Some of the nodes on the screen disappear, some stay. Also, the fps and node count (toggled in the SKView and never changed)
self.showsFPS = true
self.showsNodeCount = true
disappear from the screen. This makes me assume it's a bug with SpriteKit. SKShapeNode has been known to cause issues.
Attempt 2. I tried changing square from an SKShapeNode to an SKSpriteNode (Adding and removing lines related to the two as necessary)
let tex = SKTexture(color1: UIColor.clearColor(), color2: color, from: from, to: to, frame: line.frame)
let square = SKSpriteNode(texture: tex)
the rest of the code is basically identical. This produces a similar effect with no bugs performance/memory wise. However, something odd happens with SKCropNode and it looks like this
It has no antialiasing, and the line is thicker. I have tried changing anti-aliasing, glow width, and line width. There is a minimum width that can not change for some reason, and setting the glow width larger does this
. According to other stackoverflow questions maskNodes are either 1 or 0 in alpha. This is confusing since the SKShapeNode can have different line/glow widths.
Attempt 3. After some research, I discovered I might be able to use the clipping effect and preserve line width/glow using an SKEffectNode instead of SKCropNode.
//Not the exact code to what I tried, but very similar
let maskNode = SKEffectNode()
maskNode.filter = customLinearImageFilter
maskNode.addChild(line)
This produced the (literally) exact same effect as attempt 1. It created the same lines and animation, but the same bugs with other nodes/fps/nodeCount occured. So it seems to be a bug with SKEffectNode, and not SKShapeNode.
I do not know how to bypass the bugs with attempt 1/3 or 2.
Does anybody know if there is something I am doing wrong, if there is a bypass around this, or a different solution altogether for my problem?
Edit: I considered emitters, but there could potentially be hundreds of comets/other nodes coming in within a few seconds and didn't think they would be feasible performance-wise. I have not used SpriteKit before this project so correct me if I am wrong.
This looks like a problem for a custom shader attached to the comet path. If you are not familiar with OpenGL Shading Language (GLSL) in SpriteKit it lets you jump right into the GPU fragment shader specifically to control the drawing behavior of the nodes it is attached to via SKShader.
Conveniently the SKShapeNode has a strokeShader property for hooking up an SKShader to draw the path. When connected to this property the shader gets passed the length of the path and the point on the path currently being drawn in addition to the color value at that point.*
controlFadePath.fsh
void main() {
//uniforms and varyings
vec4 inColor = v_color_mix;
float length = u_path_length;
float distance = v_path_distance;
float start = u_start;
float end = u_end;
float mult;
mult = smoothstep(end,start,distance/length);
if(distance/length > start) {discard;}
gl_FragColor = vec4(inColor.r, inColor.g, inColor.b, inColor.a) * mult;
}
To control the fade along the path pass a start and end point into the custom shader using two SKUniform objects named u_start and u_end These get added to the custom shader during initialization of a custom SKShapeNode class CometPathShape and animated via a custom Action.
class CometPathShape:SKShapeNode
class CometPathShape:SKShapeNode {
//custom shader for fading
let pathShader:SKShader
let fadeStartU = SKUniform(name: "u_start",float:0.0)
let fadeEndU = SKUniform(name: "u_end",float: 0.0)
let fadeAction:SKAction
override init() {
pathShader = SKShader(fileNamed: "controlFadePath.fsh")
let fadeDuration:NSTimeInterval = 1.52
fadeAction = SKAction.customActionWithDuration(fadeDuration, actionBlock:
{ (node:SKNode, time:CGFloat)->Void in
let D = CGFloat(fadeDuration)
let t = time/D
var Ps:CGFloat = 0.0
var Pe:CGFloat = 0.0
Ps = 0.25 + (t*1.55)
Pe = (t*1.5)-0.25
let comet:CometPathShape = node as! CometPathShape
comet.fadeRange(Ps,to: Pe) })
super.init()
path = makeComet...(...) //custom method that creates path for comet shape
strokeShader = pathShader
pathShader.addUniform(fadeStartU)
pathShader.addUniform(fadeEndU)
hidden = true
//set up for path shape, eg. strokeColor, strokeWidth...
...
}
func fadeRange(from:CGFloat, to:CGFloat) {
fadeStartU.floatValue = Float(from)
fadeEndU.floatValue = Float(to)
}
func launch() {
hidden = false
runAction(fadeAction, completion: { ()->Void in self.hidden = true;})
}
...
The SKScene initializes the CometPathShape objects, caches and adds them to the scene. During update: the scene simply calls .launch() on the chosen CometPathShapes.
class GameScene:SKScene
...
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.name = "theScene"
...
//create a big bunch of paths with custom shaders
print("making cache of path shape nodes")
for i in 0...shapeCount {
let shape = CometPathShape()
let ext = String(i)
shape.name = "comet_".stringByAppendingString(ext)
comets.append(shape)
shape.position.y = CGFloat(i * 3)
print(shape.name)
self.addChild(shape)
}
override func update(currentTime: CFTimeInterval) {
//pull from cache and launch comets, skip busy ones
for _ in 1...launchCount {
let shape = self.comets[Int(arc4random_uniform(UInt32(shapeCount)))]
if shape.hasActions() { continue }
shape.launch()
}
}
This cuts the number of SKNodes per comet from 3 to 1 simplifying your code and the runtime environment and it opens the door for much more complex effects via the shader. The only drawback I can see is having to learn some GLSL.**
*not always correctly in the device simulator. Simulator not passing distance and length values to custom shader.
**that and some idiosyncrasies in CGPath glsl behavior. Path construction is affecting the way the fade performs. Looks like v_path_distance is not blending smoothly across curve segments. Still, with care constructing the curve this should work.
When I add a semi-transparent image (sample) as a texture for a SCNNode, how can I specify a color attribute for the node where the image is transparent. Since I am able to specify either color or image as a material property, I am unable to specify the color value to the node. Is there a way to specify both color and image for the material property or is there a workaround to this problem.
If you are assigning the image to the contents of the transparent material property, you can change the materials transparencyMode to be either .AOne or .RGBZero.
.AOne means that transparency is derived from the images alpha channel.
.RGBZero means that transparency is derived from the luminance (the total red, green, and blue) in the image.
You cannot configure an arbitrary color to be treated as transparency without a custom shader.
However, from the looks of your sample image, I would think that assigning the sample image to the transparent material properties contents and using the .AOne transparency mode would give you the result you are looking for.
I'm posting this as a new answer because it's different from the other answer.
Based on your comment, I understand that you want to want to use an image with transparency as the diffuse content of a material, but use a background color wherever the image is transparent. In other words, you won't to use a composite of the image over a color as the diffuse contents.
Using UIImage
There are a few different ways you can achieve this composited image. The easiest and likely most familiar solution is to create a new UIImage that draws the image over the color. This new image will have the same size and scale as your image, but can be opaque since it has a solid background color.
func imageByComposing(image: UIImage, over color: UIColor) -> UIImage {
UIGraphicsBeginImageContextWithOptions(image.size, true, image.scale)
defer {
UIGraphicsEndImageContext()
}
let imageRect = CGRect(origin: .zero, size: image.size)
// fill with background color
color.set()
UIRectFill(imageRect)
// draw image on top
image.drawInRect(imageRect)
return UIGraphicsGetImageFromCurrentImageContext()
}
Using this image as the contents of the diffuse material property will give you the effect that you're after.
Using Shader Modifiers
If you find yourself having to change the color very frequently (possibly animating it), you could also use custom shaders or shader modifiers to composite the image over the color.
In that case, you want to composite the image A over the color B, so that the output color (CO) is:
CO = CA + CB * (1 - ɑA)
By passing the image as the diffuse contents, and assigning the output to the diffuse content, the expression can be simplified as:
Cdiffuse = Cdiffuse + Ccolor * (1 - ɑdiffuse)
Cdiffuse += Ccolor * (1 - ɑdiffuse)
Generally the output alpha would depend on the alpha of A and B, but since B (the color) is opaque (1), the output alpha is also 1.
This can be written as a small shader modifier. Since the motivation for this solutions was to be able to change the color, the color is created as a uniform variable which can be updated in code.
// Define a color that can be set/changed from code
uniform vec3 backgroundColor;
#pragma body
// Composit A (the image) over B (the color):
// output = image + color * (1-alpha_image)
float alpha = _surface.diffuse.a;
_surface.diffuse.rgb += backgroundColor * (1.0 - alpha);
// make fully opaque (since the color is fully opaque)
_surface.diffuse.a = 1.0;
This shader modifier would then be read from the file, and set in the materials shader modifier dictionary
enum ShaderLoadingError: ErrorType {
case FileNotFound, FailedToLoad
}
func shaderModifier(named shaderName: String, fileExtension: String = "glsl") throws -> String {
guard let url = NSBundle.mainBundle().URLForResource(shaderName, withExtension: fileExtension) else {
throw ShaderLoadingError.FileNotFound
}
do {
return try String(contentsOfURL: url)
} catch {
throw ShaderLoadingError.FailedToLoad
}
}
// later, in the code that configures the material ...
do {
let modifier = try shaderModifier(named: "Composit") // the name of the shader modifier file (assuming 'glsl' file extension)
theMaterial.shaderModifiers = [SCNShaderModifierEntryPointSurface: modifier]
} catch {
// Handle the error here
print(error)
}
You would then be able to change the color by setting a new value for the "backgroundColor" of the material. Note that there is no initial value, so one would have to be set.
let backgroundColor = SCNVector3Make(1.0, 0.0, 0.7) // r, g, b
// Set the color components as an SCNVector3 wrapped in an NSValue
// for the same key as the name of the uniform variable in the sahder modifier
theMaterial.setValue(NSValue(SCNVector3: backgroundColor), forKey: "backgroundColor")
As you can see, the first solution is simpler and the one I would recommend if it suits your needs. The second solution is more complicated, but enabled the background color to be animated.
Just in case someone comes across this in the future... for some tasks, ricksters solution is likely the easiest. In my case, I wanted to display a grid on top of an image that was mapped to a sphere. I originally composited the images into one and applied them, but over time I got more fancy and this started getting complex. So I made two spheres, one inside the other. I put the grid on the inner one and the image on the outer one and presto...
let outSphereGeometry = SCNSphere(radius: 20)
outSphereGeometry.segmentCount = 100
let outSphereMaterial = SCNMaterial()
outSphereMaterial.diffuse.contents = topImage
outSphereMaterial.isDoubleSided = true
outSphereGeometry.materials = [outSphereMaterial]
outSphere = SCNNode(geometry: outSphereGeometry)
outSphere.position = SCNVector3(x: 0, y: 0, z: 0)
let sphereGeometry = SCNSphere(radius: 10)
sphereGeometry.segmentCount = 100
sphereMaterial.diffuse.contents = gridImage
sphereMaterial.isDoubleSided = true
sphereGeometry.materials = [sphereMaterial]
sphere = SCNNode(geometry: sphereGeometry)
sphere.position = SCNVector3(x: 0, y: 0, z: 0)
I was surprised that I didn't need to set sphereMaterial.transparency, it seems to get this automatically.
Here's my setup, using Sprite Kit. First, I create a simple sprite node within a SKScene, like so:
let block = SKSpriteNode(color: UIColor.redColor(), size: CGSizeMake(90, 160))
block.zPosition = 2
block.shadowCastBitMask = 1
addChild(block)
Then add a light node to the scene:
let light = SKLightNode()
light.categoryBitMask = 1
light.falloff = 1
addChild(light)
Sure enough, the block now casts a nice little shadow:
Now I fade the block by manipulating its alpha value, for example by running an action:
let fadeOut = SKAction.fadeAlphaTo(0.0, duration: 5.0)
block.runAction(fadeOut)
Here's the awkward situation: while the block becomes more and more translucent, the shadow stays exactly the same. This is how it looks like just a moment before the end of the action:
And once the alpha drops to 0.0 entirely, the shadow suddenly disappears, from one frame to the next.
It would be much nicer, however, to have the shadow slowly become weaker and weaker, as the object casting it becomes more and more transparent.
Question:
Is an effect like this possible with Sprite Kit? If so, how would you go about it?
This is a little tricky because the shadow cast by an SKLightNode isn't affected by the node's alpha property. What you need to do is fade out the alpha channel of the shadowColor property of the SKLightNode at the same time you're fading out your block.
The basic steps are:
Store the light's shadowColor and that color's alpha channel for reference.
Create a SKAction.customActionWithDuration which:
Re-calculates the value for the alpha channel based on the original and how much time has past so far in the action.
Sets the light's shadowColor to its original color but with the new alpha channel.
Run the block's fade action and the shadow's fade action in parallel.
Example:
let fadeDuration = 5.0 // We're going to use this a lot
// Grab the light's original shadowColor so we can use it later
let shadowColor = light.shadowColor
// Also grab its alpha channel so we don't have to do it each time
let shadowAlpha = CGColorGetAlpha(shadowColor.CGColor)
let fadeShadow = SKAction.customActionWithDuration(fadeDuration) {
// The first parameter here is the node this is running on.
// Ideally you'd use that to get the light, but I'm taking
// a shortcut and accessing it directly.
(_, time) -> Void in
// This is the original alpha channel of the shadow, adjusted
// for how much time has past while running the action so far
// It will go from shadowAlpha to 0.0 over fadeDuration
let alpha = shadowAlpha - (shadowAlpha * time / CGFloat(fadeDuration))
// Set the light's shadowColor to the original color, but replace
// its alpha channel our newly calculated one
light.shadowColor = shadowColor.colorWithAlphaComponent(alpha)
}
// Make the action to fade the block too; easy!
let fadeBlock = SKAction.fadeAlphaTo(0.0, duration: fadeDuration)
// Run the fadeBlock action and fadeShadow action in parallel
block.runAction(SKAction.group([fadeBlock, fadeShadow]))
The following is one way to ensure that the shadow and block fade-in/fade-out together. To use this approach, you will need to declare light and block as properties of the class.
override func didEvaluateActions() {
light.shadowColor = light.shadowColor.colorWithAlphaComponent(block.alpha/2.0)
}
EDIT: Here's how to implement the above.
class GameScene: SKScene {
let light = SKLightNode()
let block = SKSpriteNode(color: UIColor.redColor(), size: CGSizeMake(90, 160))
override func didMoveToView(view: SKView) {
/* Setup your scene here */
block.zPosition = 2
block.shadowCastBitMask = 1
block.position = CGPointMake(100, 100)
addChild(block)
light.categoryBitMask = 1
light.falloff = 1
addChild(light)
let fadeOut = SKAction.fadeAlphaTo(0.0, duration: 5.0);
let fadeIn = SKAction.fadeAlphaTo(1.0, duration: 5.0);
block.runAction(SKAction.sequence([fadeOut,fadeIn,fadeOut]))
}
override func didEvaluateActions() {
light.shadowColor = light.shadowColor.colorWithAlphaComponent(block.alpha/2.0)
}
}