Reputation: 2423
Using Swift and SpriteKit, I'd like to move a SKSpritenode in a spiral pattern, but didn't find the right resources to get me started. To be more precise, I'd like to move a sprite node in a downward loop. I've checked a sequence of SKActions, but as they are not executed parallel, a circular movement combined with move-to will not work. I'd be glad for any hints, tutorials or snippets to set me on the right track.
Thanx in advance, Marcus
Upvotes: 4
Views: 968
Reputation: 33
While the above mentioned solution is brilliantly thought of, there is a much easier way.
Upvotes: 2
Reputation: 22939
I've put together some sample code which you can adapt for your purposes. I've based the code off the equation for an Archimedean Spiral:
r = a + bθ
Where a
is the starting radius; b
is the radius the spiral will increase by per revolution and θ
is the current angle.
A spiral is basically a glorified circle (IMO), so to move your node in a spiral you need to be able to calculate point on a circle using an angle, radius and center point:
func pointOnCircle(#angle: CGFloat, #radius: CGFloat, #center: CGPoint) -> CGPoint {
return CGPoint(x: center.x + radius * cos(angle),
y: center.y + radius * sin(angle))
}
Next, extend SKAction
so you can easily create a spiral action:
extension SKAction {
static func spiral(#startRadius: CGFloat, endRadius: CGFloat, angle
totalAngle: CGFloat, centerPoint: CGPoint, duration: NSTimeInterval) -> SKAction {
// The distance the node will travel away from/towards the
// center point, per revolution.
let radiusPerRevolution = (endRadius - startRadius) / totalAngle
let action = SKAction.customActionWithDuration(duration) { node, time in
// The current angle the node is at.
let θ = totalAngle * time / CGFloat(duration)
// The equation, r = a + bθ
let radius = startRadius + radiusPerRevolution * θ
node.position = pointOnCircle(angle: θ, radius: radius, center: centerPoint)
}
return action
}
}
Finally, an example of use. In didMoveToView
:
let node = SKSpriteNode(color: UIColor.redColor(), size: CGSize(width: 10, height: 10))
node.position = CGPoint(x: size.width / 2, y: size.height / 2)
addChild(node)
let spiral = SKAction.spiral(startRadius: size.width / 2,
endRadius: 0,
angle: CGFloat(M_PI) * 2,
centerPoint: node.position,
duration: 5.0)
node.runAction(spiral)
Upvotes: 5