Sprite Tour/APLBlendingSprites.m
/* |
File: APLBlendingSprites.m |
Abstract: |
This scene shows how to use a blend mode other than the default blend mode. |
Version: 1.0 |
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*/ |
#import "APLBlendingSprites.h" |
#import "APLAnimatingSprites.h" |
// Useful random functions. |
static inline CGFloat myRandf() |
{ |
return rand() / (CGFloat) RAND_MAX; |
} |
static inline CGFloat myRand(CGFloat low, CGFloat high) |
{ |
return myRandf() * (high - low) + low; |
} |
@implementation APLBlendingSprites |
- (void)createSceneContents |
{ |
[self addSceneDescriptionLabel]; |
/* |
The scene is a node, so it can run actions. In this scene, it periodically creates |
a new light and adds it to itself. |
*/ |
[self runAction: [self newAddLightAction]]; |
} |
- (SKAction *)newAddLightAction |
{ |
// This sequence uses a custom method to add the light, then it waits for a random period of time. |
SKAction *sequence = [SKAction sequence: @[ |
[SKAction performSelector:@selector(addLight) onTarget:self], |
[SKAction waitForDuration:0.50 withRange:0.10] |
]]; |
return [SKAction repeatActionForever:sequence]; |
} |
- (void)addLight |
{ |
/* |
Create a new light and add it to the scene. The light uses an additive blend mode. |
*/ |
SKSpriteNode* sprite = [SKSpriteNode spriteNodeWithImageNamed:@"spark.png"]; |
sprite.position = CGPointMake(myRand(-150,150)+CGRectGetMidX(self.frame), |
myRand(-150,150)+CGRectGetMidY(self.frame)); |
sprite.blendMode = SKBlendModeAdd; |
// these values were chosen only for the aesthetic effect. |
sprite.alpha = 0.5; |
[sprite setScale:2.0]; |
[self addChild:sprite]; |
} |
- (void)addSceneDescriptionLabel |
{ |
SKLabelNode *myLabel = [SKLabelNode labelNodeWithFontNamed:@"Helvetica"]; |
myLabel.text = NSLocalizedString(@"These textured sprite nodes are combined using an additive blend.", @""); |
myLabel.fontSize = 18; |
myLabel.position = CGPointMake(CGRectGetMidX(self.frame),100); |
[self addChild:myLabel]; |
} |
@end |
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