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August 29, 2015 14:24
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Move SKSpriteNode by Bezier Curve Path
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func BezierCurveMove(screenSize: CGSize, node: SKSpriteNode) { | |
let size = node.size | |
var cgpath = CGPathCreateMutable() | |
//random values | |
let xStart = Utility.randInRange(Int(size.width)...Int(screenSize.width-size.width)) | |
let xEnd = Utility.randInRange(Int(size.width)...Int(screenSize.width-size.width)) | |
//ControlPoint1 | |
let cp1X = Utility.randInRange(Int(size.width)...Int(screenSize.width-size.width)) | |
let cp1Y = Utility.randInRange(Int(size.width)...Int(screenSize.width-size.height)) | |
//ControlPoint2 | |
let cp2X = Utility.randInRange(Int(size.width)...Int(screenSize.width-size.width)) | |
let cp2Y = Utility.randInRange(0...cp1Y) | |
let s = CGPointMake(CGFloat(xStart), screenSize.height + size.height) | |
let e = CGPointMake(CGFloat(xEnd), -node.size.height) | |
let cp1 = CGPointMake(CGFloat(cp1X), CGFloat(cp1Y)) | |
let cp2 = CGPointMake(CGFloat(cp2X), CGFloat(cp2Y)) | |
CGPathMoveToPoint(cgpath, nil, s.x, s.y) | |
CGPathAddCurveToPoint(cgpath, nil, cp1.x, cp1.y, cp2.x, cp2.y, e.x, e.y) | |
let anim = SKAction.followPath(cgpath, asOffset: false, orientToPath: true, duration: 10) | |
let remove = SKAction.removeFromParent() | |
node.runAction(SKAction.sequence([anim, remove])) | |
} |
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