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@laevandus
Last active December 5, 2017 15:16
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Adding linear and radial gradients to SKScene.
final class GameScene: SKScene
{
override func didMove(to view: SKView)
{
let linearGradientSize = size
let linearGradientColors = [UIColor(red: 53.0 / 255.0, green: 92.0 / 255.0, blue: 125.0 / 255.0, alpha: 1.0),
UIColor(red: 108.0 / 255.0, green: 91.0 / 255.0, blue: 123.0 / 255.0, alpha: 1.0),
UIColor(red: 192.0 / 255.0, green: 108.0 / 255.0, blue: 132.0 / 255.0, alpha: 1.0)]
let linearGradientLocations: [CGFloat] = [0, 0.5, 1]
let textureCount = 8
let textures = (0..<textureCount).map { (index) -> SKTexture in
let angle = 2.0 * CGFloat.pi / CGFloat(textureCount) * CGFloat(index)
return SKTexture(linearGradientWithAngle: angle, colors: linearGradientColors, locations: linearGradientLocations, size: linearGradientSize)
}
let linearGradientNode = SKSpriteNode(texture: textures.first)
linearGradientNode.zPosition = 1
addChild(linearGradientNode)
let action = SKAction.animate(with: textures, timePerFrame: 0.5)
linearGradientNode.run(SKAction.repeatForever(action))
let radialGradientSize = CGSize(width: min(size.width, size.height), height: min(size.width, size.height))
let radialGradientColors = [UIColor.yellow, UIColor.orange]
let radialGradientLocations: [CGFloat] = [0, 1]
let radialGradientTexture = SKTexture(radialGradientWithColors: radialGradientColors, locations: radialGradientLocations, size: radialGradientSize)
let radialGradientNode = SKSpriteNode(texture: radialGradientTexture)
radialGradientNode.zPosition = 2
addChild(radialGradientNode)
let pulse = SKAction.sequence([SKAction.fadeIn(withDuration: 3.0), SKAction.fadeOut(withDuration: 1.0)])
radialGradientNode.run(SKAction.repeatForever(pulse))
}
}
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