I'm using SKLabelNode. I'm creating it and add it to my scene as a child and it displays with no problem, but when I try to change it's color (not fontColor) with the colorizeWithColor() method the label fades out.
Here is the line with the problem:
myLabel.runAction(SKAction.colorizeWithColor(SKColor.blueColor(), colorBlendFactor: 1.0, duration: duration))
I printed to the console the myLabel.color property after the completion of this action and here is what I get:
Optional(UIDeviceRGBColorSpace 0.99178 0.99178 1 0.00822043)
As you can see, the alpha value is almost 0, so I guess this is why the label disappears, but I don't understand why this is happening.
Thanks in advance.
UPDATE:
Ok, so I found actually this and is my bad that I didn't searched before asking. Here is the documentation about colorizeWithColor method:
This action can only be executed by an SKSpriteNode object. When the
action executes, the sprite’s color and colorBlendFactor properties
are animated to their new values.
So maybe anybody does know a good work around for colorize a SKLabelNode that is always updating?
!!!LAST UPDATE!!!
I was able to find a solution, but 0x141E came up with a even more nice solution, which I used and created the next method that works nice when you need to make transition from color A to color B. In solution suggested by 0x141E you ever come back to fontColor and it causes to blink when you change color. In my case it changes the fontColor, not the color property, which causes a pretty nice transition (Of course not great).
Thanks again 0x141E for the really nice approach!!!
Here is my solution:
This particular case works great when you call the method for parameter withDuration = 0.5
However if you need other time, you can play around with the sent withDuration parameter or the multiplier, that in my code is 5.
Even there of course should be a better solution so if you find please share it. For my needs this one works fantastic.
First of all a video so you can see how it works: https://www.youtube.com/watch?v=ZIz8Bn0-hUA&feature=youtu.be
func changeColorForLabelNode(labelNode: SKLabelNode, toColor: SKColor, withDuration: NSTimeInterval) {
labelNode.runAction(SKAction.customActionWithDuration(withDuration, actionBlock: {
node, elapsedTime in
let label = node as SKLabelNode
let toColorComponents = CGColorGetComponents(toColor.CGColor)
let fromColorComponents = CGColorGetComponents(label.fontColor.CGColor)
let finalRed = fromColorComponents[0] + (toColorComponents[0] - fromColorComponents[0])*CGFloat(elapsedTime / (CGFloat(withDuration)*5))
let finalGreen = fromColorComponents[1] + (toColorComponents[1] - fromColorComponents[1])*CGFloat(elapsedTime / (CGFloat(withDuration)*5))
let finalBlue = fromColorComponents[2] + (toColorComponents[2] - fromColorComponents[2])*CGFloat(elapsedTime / (CGFloat(withDuration)*5))
let finalAlpha = fromColorComponents[3] + (toColorComponents[3] - fromColorComponents[3])*CGFloat(elapsedTime / (CGFloat(withDuration)*5))
labelNode.fontColor = SKColor(red: finalRed, green: finalGreen, blue: finalBlue, alpha: finalAlpha)
}))
}
You can colorize an SKLabelNode with an SKAction by creating a custom action. Here's an example of how to do that
myLabel.color = SKColor.blueColor()
myLabel.colorBlendFactor = 0.0
let duration:NSTimeInterval = 2.0
myLabel.runAction(SKAction.customActionWithDuration(duration, actionBlock: {
node, elapsedTime in
let label = node as SKLabelNode
label.colorBlendFactor = elapsedTime / CGFloat(duration);
}))
Related
I animate the color of CAShapeLayers stored in an Array using CABasicAnimation. The animation displays erratically depending on the animation.duration and I cannot figure out why. I suspect an issue with animation.beginTime = CACurrentMediaTime() + delay
Animation Description
The animation consists in successively flashing shapes to yellow before turning them to black once the animation ends.
Current State of the animation
When the animation duration is above a certain time, it works properly.
For instance with a duration of 2 seconds:
But when I shorten the duration, the result substantially differs.
For instance, with a duration of 1 second:
You will notice that the animation has already cached/ended for the first 10 bars or so, then waits and starts animating the remainder of the shapes.
Likewise, with a duration of 0.5s:
In this case, it seems an even larger number of animation has already ended (shapes are black) before it displays some animation after a certain time. You can also notice that although the shape color animation is supposed to last the same duration (0.5s) some feels quicker than others.
The Code
The animation is called in the viewDidAppear method of the UIViewController class.
I have created a UIView custom class to draw my shapes and I animate them using an extension of the class.
The code to animate the color:
enum ColorAnimation{
case continuousSwap
case continousWithNewColor(color: UIColor)
case randomSwap
case randomWithNewColor(color: UIColor)
case randomFromUsedColors
}
func animateColors(for duration: Double,_ animationType: ColorAnimation, colorChangeDuration swapColorDuration: Double){
guard abs(swapColorDuration) != Double.infinity else {
print("Error in defining the shape color change duration")
return
}
let animDuration = abs(duration)
let swapDuration = abs(swapColorDuration)
let numberOfSwaps = Int(animDuration / min(swapDuration, animDuration))
switch animationType {
case .continousWithNewColor(color: let value):
var fullAnimation = [CABasicAnimation]()
for i in (0...numberOfSwaps) {
let index = i % (self.pLayers.count)
let fromValue = pLayers[index].pattern.color
let delay = Double(i) * swapDuration / 3
let anim = colorAnimation(for: swapDuration, fromColor: value, toColor: fromValue, startAfter: delay)
fullAnimation.append(anim)
}
for i in (0...numberOfSwaps) {
CATransaction.begin()
let index = i % (self.pLayers.count)
CATransaction.setCompletionBlock {
self.pLayers[index].shapeLayer.fillColor = UIColor.black.cgColor
}
pLayers[index].shapeLayer.add(fullAnimation[i], forKey: "fillColorShape")
CATransaction.commit()
}
default:
()
}
}
The segment the whole duration of the animation by the duration of the color change (e.g. if the whole animation is 10s and each shape changes color in 1s, it means 10 shapes will change color).
I then create the CABasicaAnimation objects using the method colorAnimation(for: fromColor, toColor, startAfter:).
func colorAnimation(for duration: TimeInterval, fromColor: UIColor, toColor: UIColor, reverse: Bool = false, startAfter delay: TimeInterval) -> CABasicAnimation {
let anim = CABasicAnimation(keyPath: "fillColor")
anim.fromValue = fromColor.cgColor
anim.toValue = toColor.cgColor
anim.duration = duration
anim.autoreverses = reverse
anim.beginTime = CACurrentMediaTime() + delay
return anim
}
Finally I add the animation to the adequate CAShapeLayer.
The code can obviously be optimized but I chose to proceed by these steps to try to find why it was not working properly.
Attempts so far
So far, I have tried:
with and without setting the animation.beginTime in the colorAnimation method, including with and without CACurrentMediaTime(): if I don't set the animation.beginTime with CACurrentMediaTime, I simply do not see any animation.
with and without pointing animation.delegate = self: it did not change anything.
using DispatchQueue (store the animations in global and run it in main) and as suspected, the shapes did not animate.
I suspect something is not working properly with the beginTime but it might not be the case, or only this because even when the shapes animate, the shape animation duration seems to vary whilst it should not.
Thank very much in advance to have a look to this issue. Any thoughts are welcome even if it seems far-fetched it can open to new ways to address this!
Best,
Actually there is a relationship between duration and swapColorDuration
func animateColors(for duration: Double,_ animationType: ColorAnimation, colorChangeDuration swapColorDuration: Double)
when you call it, you may need to keep this relationship
let colorChangeDuration: TimeInterval = 0.5
animateColors(for: colorChangeDuration * TimeInterval(pLayers.count), .continousWithNewColor(color: UIColor.black), colorChangeDuration: colorChangeDuration)
Also here :
let numberOfSwaps = Int(animDuration / min(swapDuration, animDuration)) - 1
This value maybe a little higher than you need.
or
The problem lies in this let index = i % (self.pLayers.count)
if numberOfSwaps > self.pLayers.count, some bands will be double animations.
let numberOfSwaps1 = Int(animDuration / min(swapDuration, animDuration))
let numberOfSwaps = min(numberOfSwaps1, self.pLayers.count)
in the rest is
for i in (0..<numberOfSwaps) {... }
Now if numberOfSwaps < self.pLayers.count. It's not finished.
if numberOfSwaps is larger, It is fine.
If double animations are required, changes the following:
pLayers[index].shapeLayer.add(fullAnimation[i], forKey: nil)
or pLayers[index].shapeLayer.add(fullAnimation[i], forKey: "fillColorShape" + String(i))
I'm just trying to make a SKLabelNode fade in, here's my code:
let welcome = SKLabelNode(text: "Welcome")
welcome.fontName = "HelveticaNeue-Light"
welcome.fontSize *= size.width/welcome.frame.width
welcome.fontColor = UIColor(white:1,alpha:0)
welcome.horizontalAlignmentMode = .center
welcome.verticalAlignmentMode = .center
welcome.position = CGPoint(x:size.width/2,y:size.height/2)
addChild(welcome)
let fadein = SKAction.fadeIn(withDuration: 1)
let remove = SKAction.removeFromParent()
welcome.run(SKAction.sequence([fadein,remove]))
But it doesn't work, and I can't figure out why. The strange part is the removeFromParent part works fine, just not the fade in. I already tried changing the font, making the label fade out and even making a custom action that changes the alpha, all of which have failed. I just can't figure out what the problem is.
Any idea will be appreciated.
Thanks in advance.
Instead of setting the fontColor's alpha to 0, set the SKLabelNode's alpha to 0 before running the fadeIn action on it. This is because the actions are applied to the nodes themselves, not to property inside of the nodes. (E.G. In your case: fadeIn affects SKLabel.alpha, not SKLabel.fontColor.alpha)
I'm trying to make a vertical endless runner like Doodle Jump in SpriteKit (Xcode 7 beta), but can't figure out how to constantly move a Node upwards.
override func didMoveToView(view: SKView) {
makeBackground()
// Bubble
let bubbleTexture = SKTexture(imageNamed: "bubble.png")
bubble = SKSpriteNode(texture: bubbleTexture)
bubble.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
bubble.physicsBody = SKPhysicsBody(circleOfRadius: bubbleTexture.size().height/2)
bubble.physicsBody!.dynamic = false
bubble.physicsBody!.allowsRotation = false
let float = SKAction.moveToY(+yScale, duration: 0.2)
bubble.SKAction.repeatActionForever(runAction(float))
self.addChild(bubble)
}
Just so happen to see your post here after having answered your latest one; and I thought I would answer it as well.
What you just need is the following, which tells SKAction to repeat an action as parameter:
let float = SKAction.repeatActionForever(SKAction.moveToY(+yScale, duration: 0.2))
bubble.runAction(float)
As a side note:
In Swift, it's ok to name your vars like, for instance, float. But it is widely frowned upon because there is a first-class variable, namely, float. But in Swift, float is with an upper case; hence, no conflict here. However, to save our foreheads from being snapped by senior programmers every once and a while, we could name your action as, for instance, "floating", which I find it fitting due to the "-ing" (continuous verb form or gerund) that conveys a sense of action.
We need to animate an object's size within GameScene.swift. Other Stack Overflow posts suggest using UIView.animateWithDuration, but this isn't available inside GameScene.swift. We need to animate inside GameScene.swift because we also need access to SKAction to run an action forever.
Right now, we are using the code below, but it is too clunky. The hope is animation will smooth out the appearance of the object as it shrinks.
runAction(SKAction.repeatActionForever(
SKAction.sequence([
SKAction.runBlock(shrinkItem),
SKAction.waitForDuration(0.5)
])
))
func shrinkItem() {
let curWidth = item.size.width
if curWidth < 15 {
return
}
item.size = CGSize( width: CGFloat(item.size.width - 20 ), height: CGFloat(bird.size.height - 20) )
}
What you are trying to do is to shrink your bird, right ? That correspond to scale it down.
Why are you doing it manually inside a runBlock ?
You might want to give a look at the SKAction Class Reference : http://goo.gl/ycPYcF.
Inside which you'll see all the possible actions, and scaleBy:duration: (or another one) might be what you're looking for.
let shrinkAction = SKAction.scaleBy(0.5, duration: 1.0)
let waitAction = SKAction.waitForDuration(0.5)
let sequenceAction = SKAction.sequence([shrinkAction, waitAction])
let repeatAction = SKAction.repeatActionForever(sequenceAction)
self.yourBirdNode.runAction(repeatAction)
Depending on what you'll do next, take note that some action are automatically reversible (through reversedAction) and some aren't.
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)
}
}