Smooth switching between texture atlas animations - ios

How can I make smooth transitions between multiple animations on the same character without delay?
I'm developing a game in iOS Swift with a jumping character. This character has a few animations, like the basic animation, the jump animation and a landing animation.
I set the texture atlas for every animation as follows:
// Basic
let surferBasicAnimatedAtlas = SKTextureAtlas(named: "surfer_basic.atlas")
let numImages = surferBasicAnimatedAtlas.textureNames.count
for var i=0; i<numImages; i++ {
let surferBasicTextureName = "surfer_basic_000\(i)"
self.surferBasicFrames.append(surferBasicAnimatedAtlas.textureNamed(surferBasicTextureName))
}
// Jump
let surferJumpAnimatedAtlas = SKTextureAtlas(named: "surfer_jump.atlas")
let numJumpImages = surferJumpAnimatedAtlas.textureNames.count
for var i=0; i<numJumpImages; i++ {
let surferJumpTextureName = "surfer_jump_000\(i)"
self.surferJumpFrames.append(surferJumpAnimatedAtlas.textureNamed(surferJumpTextureName))
}
// Landing
let surferLandingAnimatedAtlas = SKTextureAtlas(named: "surfer_landing.atlas")
let numLandingImages = surferLandingAnimatedAtlas.textureNames.count
for var i=12; i<numLandingImages; i++ {
let surferLandingTextureName = "surfer_landing_000\(i)"
self.surferLandingFrames.append(surferLandingAnimatedAtlas.textureNamed(surferLandingTextureName))
}
// Pick textures
self.surferWalkingFrames = surferBasicFrames
let firstFrame = surferWalkingFrames[0]
self.character = SKSpriteNode(texture: firstFrame)
self.character.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(surferWalkingFrames, timePerFrame: (1 / 30), resize: false, restore: true)), withKey:"surferBasic")
When I touch the screen the basic animation should stop and the jump animation should run, but it causes a delay. About one second after the touch the jump animation starts.
I've tried this:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
self.character.removeActionForKey("surferBasic")
self.surferWalkingFrames = surferJumpFrames
self.character.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(surferWalkingFrames, timePerFrame: (1 / 30), resize: false, restore: true)), withKey:"surferJump")
}
How can I make smooth transitions between multiple animations on the same character without delay?

I could be wrong, but it looks like (1 / 30) is your offender for a couple of reasons.
1/30 will return an int and it will be 0
if you do 1.0/30.0 you will get a nice float like you want but it will be 0.03333333333333 and you are asking it two switch the texture 30 times a second. That is rather fast and you may not even see it change.
I would try .2 first and see if that changes anything if it does then it is just a matter of finding how fast you need to change the texture.
Hopefully that helps.

Related

SpriteKit: how to smoothly animate SKCameraNode while tracking node but only after node moves Y pixels?

This question and others discuss how to track a node in SpriteKit using a SKCameraNode.
However, our needs vary.
Other solutions, such as updating the camera's position in update(_ currentTime: CFTimeInterval) of the SKScene, do not work because we only want to adjust the camera position after the node has moved Y pixels down the screen.
In other words, if the node moves 10 pixels up, the camera should remain still. If the node moves left or right, the camera should remain still.
We tried animating the camera's position over time instead of instantly, but running a SKAction against the camera inside of update(_ currentTime: CFTimeInterval) fails to do anything.
I just quickly made this. I believe this is what you are looking for?
(the actual animation is smooth, just i had to compress the GIF)
This is update Code:
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
SKShapeNode *ball = (SKShapeNode*)[self childNodeWithName:#"ball"];
if (ball.position.y>100) camera.position = ball.position;
if (fabs(ball.position.x-newLoc.x)>10) {
// move x
ball.position = CGPointMake(ball.position.x+stepX, ball.position.y);
}
if (fabs(ball.position.y-newLoc.y)>10) {
// move y
ball.position = CGPointMake(ball.position.x, ball.position.y+stepY);
}
}
I would not put this in the update code, try to keep your update section clutter free, remember you only have 16ms to work with.
Instead create a sub class for your character node, and override the position property. What we are basically saying is if your camera is 10 pixels away from your character, move towards your character. We use a key on our action so that we do not get multiple actions stacking up and a timing mode to allow for the camera to smoothly move to your point, instead of being instant.
class MyCharacter : SKSpriteNode
{
override var position : CGPoint
{
didSet
{
if let scene = self.scene, let camera = scene.camera,(abs(position.y - camera.position.y) > 10)
{
let move = SKAction.move(to: position, duration:0.1)
move.timingMode = .easeInEaseOut
camera.run(move,withKey:"moving")
}
}
}
}
Edit: #Epsilon reminded me that SKActions and SKPhysics access the variable directly instead of going through the stored property, so this will not work. In this case, do it at the didFinishUpdate method:
override func didFinishUpdate()
{
//character should be a known property to the class, calling find everytime is too slow
if let character = self.character, let camera = self.camera,(abs(character.position.y - camera.position.y) > 10)
{
let move = SKAction.move(to: character.position, duration:0.1)
move.timingMode = .easeInEaseOut
camera.run(move,withKey:"moving")
}
}

Need serious help on creating a comet with animations in SpriteKit

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.

Custom Particle System for iOS

I want to create a particle system on iOS using sprite kit where I define the colour of each individual particle. As far as I can tell this isn't possible with the existing SKEmitterNode.
It seems that best I can do is specify general behaviour. Is there any way I can specify the starting colour and position of each particle?
This can give you a basic idea what I was meant in my comments. But keep in mind that it is untested and I am not sure how it will behave if frame rate drops occur.
This example creates 5 particles per second, add them sequentially (in counterclockwise direction) along the perimeter of a given circle. Each particle will have different predefined color. You can play with Settings struct properties to change the particle spawning speed or to increase or decrease number of particles to emit.
Pretty much everything is commented, so I guess you will be fine:
Swift 2
import SpriteKit
struct Settings {
static var numberOfParticles = 30
static var particleBirthRate:CGFloat = 5 //Means 5 particles per second, 0.2 means one particle in 5 seconds etc.
}
class GameScene: SKScene {
var positions = [CGPoint]()
var colors = [SKColor]()
var emitterNode:SKEmitterNode?
var currentPosition = 0
override func didMoveToView(view: SKView) {
backgroundColor = .blackColor()
emitterNode = SKEmitterNode(fileNamed: "rain.sks")
if let emitter = emitterNode {
emitter.position = CGPoint(x: CGRectGetMidX(frame), y: CGRectGetMidY(frame))
emitter.particleBirthRate = Settings.particleBirthRate
addChild(emitter)
let radius = 50.0
let center = CGPointZero
for var i = 0; i <= Settings.numberOfParticles; i++ {
//Randomize color
colors.append(SKColor(red: 0.78, green: CGFloat(i*8)/255.0, blue: 0.38, alpha: 1))
//Create some points on a perimeter of a given circle (radius = 40)
let angle = Double(i) * 2.0 * M_PI / Double(Settings.numberOfParticles)
let x = radius * cos(angle)
let y = radius * sin(angle)
let currentParticlePosition = CGPointMake(CGFloat(x) + center.x, CGFloat(y) + center.y)
positions.append(currentParticlePosition)
if i == 1 {
/*
Set start position for the first particle.
particlePosition is starting position for each particle in the emitter's coordinate space. Defaults to (0.0, 0,0).
*/
emitter.particlePosition = positions[0]
emitter.particleColor = colors[0]
self.currentPosition++
}
}
// Added just for debugging purposes to show positions for every particle.
for particlePosition in positions {
let sprite = SKSpriteNode(color: SKColor.orangeColor(), size: CGSize(width: 1, height: 1))
sprite.position = convertPoint(particlePosition, fromNode:emitter)
sprite.zPosition = 2
addChild(sprite)
}
let block = SKAction.runBlock({
// Prevent strong reference cycles.
[unowned self] in
if self.currentPosition < self.positions.count {
// Set color for the next particle
emitter.particleColor = self.colors[self.currentPosition]
// Set position for the next particle. Keep in mind that particlePosition is a point in the emitter's coordinate space.
emitter.particlePosition = self.positions[self.currentPosition++]
}else {
//Stop the action
self.removeActionForKey("emitting")
emitter.particleBirthRate = 0
}
})
// particleBirthRate is a rate at which new particles are generated, in particles per second. Defaults to 0.0.
let rate = NSTimeInterval(CGFloat(1.0) / Settings.particleBirthRate)
let sequence = SKAction.sequence([SKAction.waitForDuration(rate), block])
let repeatAction = SKAction.repeatActionForever(sequence)
runAction(repeatAction, withKey: "emitting")
}
}
}
Swift 3.1
import SpriteKit
struct Settings {
static var numberOfParticles = 30
static var particleBirthRate:CGFloat = 5 //Means 5 particles per second, 0.2 means one particle in 5 seconds etc.
}
class GameScene: SKScene {
var positions = [CGPoint]()
var colors = [SKColor]()
var emitterNode: SKEmitterNode?
var currentPosition = 0
override func didMove(to view: SKView) {
backgroundColor = SKColor.black
emitterNode = SKEmitterNode(fileNamed: "rain.sks")
if let emitter = emitterNode {
emitter.position = CGPoint(x: frame.midX, y: frame.midY)
emitter.particleBirthRate = Settings.particleBirthRate
addChild(emitter)
let radius = 50.0
let center = CGPoint.zero
for var i in 0...Settings.numberOfParticles {
//Randomize color
colors.append(SKColor(red: 0.78, green: CGFloat(i * 8) / 255.0, blue: 0.38, alpha: 1))
//Create some points on a perimeter of a given circle (radius = 40)
let angle = Double(i) * 2.0 * Double.pi / Double(Settings.numberOfParticles)
let x = radius * cos(angle)
let y = radius * sin(angle)
let currentParticlePosition = CGPoint.init(x: CGFloat(x) + center.x, y: CGFloat(y) + center.y)
positions.append(currentParticlePosition)
if i == 1 {
/*
Set start position for the first particle.
particlePosition is starting position for each particle in the emitter's coordinate space. Defaults to (0.0, 0,0).
*/
emitter.particlePosition = positions[0]
emitter.particleColor = colors[0]
self.currentPosition += 1
}
}
// Added just for debugging purposes to show positions for every particle.
for particlePosition in positions {
let sprite = SKSpriteNode(color: SKColor.orange, size: CGSize(width: 1, height: 1))
sprite.position = convert(particlePosition, from: emitter)
sprite.zPosition = 2
addChild(sprite)
}
let block = SKAction.run({
// Prevent strong reference cycles.
[unowned self] in
if self.currentPosition < self.positions.count {
// Set color for the next particle
emitter.particleColor = self.colors[self.currentPosition]
// Set position for the next particle. Keep in mind that particlePosition is a point in the emitter's coordinate space.
emitter.particlePosition = self.positions[self.currentPosition]
self.currentPosition += 1
} else {
//Stop the action
self.removeAction(forKey: "emitting")
emitter.particleBirthRate = 0
}
})
// particleBirthRate is a rate at which new particles are generated, in particles per second. Defaults to 0.0.
let rate = TimeInterval(CGFloat(1.0) / Settings.particleBirthRate)
let sequence = SKAction.sequence([SKAction.wait(forDuration: rate), block])
let repeatAction = SKAction.repeatForever(sequence)
run(repeatAction, withKey: "emitting")
}
}
}
Orange dots are added just for debugging purposes and you can remove that part if you like.
Personally I would say that you are overthinking this, but I might be wrong because there is no clear description of what you are trying to make and how to use it. Keep in mind that SpriteKit can render a bunch of sprites in a single draw call in very performant way. Same goes with SKEmitterNode if used sparingly. Also, don't underestimate SKEmitterNode... It is very configurable actually.
Here is the setup of Particle Emitter Editor:
Anyways, here is the final result:
Note that nodes count comes from an orange SKSpriteNodes used for debugging. If you remove them, you will see that there is only one node added to the scene (emitter node).
What you want is completely possible, probably even in real time. Unfortunately to do such a thing the way you describe with moving particles as being a particle for each pixel would be best done with a pixel shader. I don't know of a clean method that would allow you to draw on top of the scene with a pixel shader otherwise all you would need is a pixel shader that takes the pixels and moves them out from the center. I personally wouldn't try to do this unless I built the game with my own custom game engine in place of spritekit.
That being said I'm not sure a pixel per pixel diffusion is the best thing in most cases. Expecially if you have cartoony art. Many popular games will actually make sprites for fragments of the object they expect to shader. So like if it's an airplane you might have a sprite for the wings with perhaps even wires hanging out of this. Then when it is time to shatter the plane, remove it from the scene and replace the area with the pieces in the same shape of the plane... Sorta like a puzzle. This will likely take some tweaking. Then you can add skphysicsbodies to all of these pieces and have a force push them out in all directions. Also this doesn't mean that each pixel gets a node. I would suggest creatively breaking it into under 10 pieces.
And as whirlwind said you could all ways get things looking "like" it actually disintegrated by using an emitter node. Just make the spawn area bigger and try to emulate the color as much as possible. To make the ship dissappear you could do a fade perhaps? Or Mabye an explosion sprite over it? Often with real time special effects and physics, or with vfx it is more about making it look like reality then actually simulating reality. Sometimes you have to use trickery to get things to look good and run real-time.
If you want to see how this might look I would recommend looking at games like jetpac joyride.
Good luck!

CCActionSequence/CCActionDelay not delaying each action?

I have a function which creates a CCSprite and moves it across the screen:
func fireWeapon(target: CGPoint) {
let projectile = CCBReader.load("Projectile") as! CCSprite
projectile.position = player.position;
self.addChild(projectile);
let moveAction = CCActionMoveTo(duration: 1, position: target);
let delayAction = CCActionDelay(duration: 1);
let removeAction = CCActionCallBlock(projectile.removeFromParentAndCleanup(true));
projectile.runAction(CCActionSequence(array: [moveAction, delayAction, removeAction]));
}
I'm trying to clean up the sprites after they finish their movement action by running removeFromParentAndCleanup() in sequence with the move action. However, each action is firing instantly after each other in the sequence with no delays. The sprites are cleaned up instantly after being created. Why aren't the delays working? I've tried with and without the CCDelay action and I get the same result.
Solved my own problem. Turns out that I was using the wrong syntax for CCActionCallBlock(), you have to actually encase your block of code within a void function, like so:
func fireWeapon(target: CGPoint) {
let projectile = CCBReader.load("Projectile") as CCNode
projectile.position = player.position;
self.addChild(projectile);
let moveAction = CCActionMoveTo(duration: 1, position: target);
let delayAction = CCActionDelay(duration: 3);
let removeAction = CCActionCallBlock { () -> Void in
projectile.removeFromParentAndCleanup(true);
}
projectile.runAction(CCActionSequence(array: [moveAction, delayAction, removeAction]));
}
Hopefully this helps out a lot of people, because I saw lots of with this problem and they were never presented with a solution.

Fading a shadow together with the SKSpriteNode that casts it

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)
}
}

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