Reputation: 3136
The effect I'm going for is like a raindrop on water, with the wave radiating out from the centre point.
I create a circle shape:
let initialRadius = 4.0
let myPath: CGMutablePathRef = CGPathCreateMutable()
CGPathAddArc(myPath, nil, 0, 0, initialRadius, 0, M_PI * 2, true)
let myCircle = SKShapeNode()
myCircle.path = myPath
myCircle.position = CGPoint(x: xPos, y: yPos)
myCircle.lineWidth = 0.5
myCircle.antialiased = false
myCircle.fillColor = SKColor.orangeColor() // background is orange
myCircle.strokeColor = SKColor.whiteColor()
myCircle.physicsBody = SKPhysicsBody(edgeLoopFromPath: myPath)
I then let the sprite expand, and fade out:
let duration: NSTimeInterval = 1.7
let fade = SKAction.fadeOutWithDuration(duration)
let scale = SKAction.scaleTo(9.0, duration: duration)
fade.timingMode = .EaseOut
scale.timingMode = .EaseOut
myCircle.runAction(fade)
myCircle.runAction(scale)
This is close, but while the circle is correctly expanding in size, the lineWidth is also expanding. Can you think of a way to do this while keeping the line width constant?
Upvotes: 1
Views: 867
Reputation: 22487
You can use customActionWithDuration
to re-draw the path with increasing radius (and constant line width), rather than use scale
. Something like:
// ... All as before, except...
// myCircle.runAction(scale)
typealias ActionBlock = ((SKNode!, CGFloat) -> Void)
let ab: ActionBlock = { (node, value) in
if let drop = node as? SKShapeNode {
let myPath: CGMutablePathRef = CGPathCreateMutable()
CGPathAddArc(myPath, nil, 0, 0, initialRadius * (1.0 + value * 9.0 / duration) , 0, M_PI * 2, true)
drop.path = myPath
}
}
let newScale = SKAction.customActionWithDuration(duration, actionBlock: ab)
myCircle.runAction(newScale)
Upvotes: 1