You can easily achieve this kind of animation using moveToX
and the timingMode
parameter.
New Swift 3 translation below at the end of this answer.
To make an example I use the Xcode Sprite-Kit "Hello, World!" official project demo:
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let myLabel = SKLabelNode(fontNamed:"Chalkduster")
myLabel.text = "Hello, World!"
myLabel.fontSize = 15
myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
self.addChild(myLabel)
mediaTimingFunctionEaseInEaseOutEmulate(myLabel)
}
func mediaTimingFunctionEaseInEaseOutEmulate(node:SKLabelNode) {
let actionMoveLeft = SKAction.moveToX(CGRectGetMidX(self.frame)-100, duration:1.5)
actionMoveLeft.timingMode = SKActionTimingMode.EaseInEaseOut
let actionMoveRight = SKAction.moveToX(CGRectGetMidX(self.frame)+100, duration:1.5)
actionMoveRight.timingMode = SKActionTimingMode.EaseInEaseOut
node.runAction(SKAction.repeatActionForever(SKAction.sequence([actionMoveLeft,actionMoveRight])))
}
}
Output:
Update (This part start to emulate the static ball and the dynamic ball moving left and right but without metaball animations)
class GameScene: SKScene {
var dBCircle : SKShapeNode!
let radiusDBCircle: CGFloat = 10
let radiusBall: CGFloat = 15
private let SCALE_RATE: CGFloat = 0.3
override func didMoveToView(view: SKView) {
// Some parameters
let strokeColor = SKColor.orangeColor()
let dBHeight = CGRectGetMaxY(self.frame)-84 // 64 navigationController height + 20 reasonable distance
let dBStartX = CGRectGetMidX(self.frame)-160 // extreme left
let dBStopX = CGRectGetMidX(self.frame)+160 // extreme right
let dBWidth = dBStopX - dBStartX
let totalBalls = 7 // first and last will be hidden
let ballArea = dBWidth / CGFloat(totalBalls-1)
let distanceBtwBalls = ((ballArea-(radiusBall*2))+radiusBall*2)
// Create dbCircle
dBCircle = SKShapeNode.init(circleOfRadius: radiusDBCircle)
dBCircle.position = CGPointMake(CGRectGetMidX(self.frame), dBHeight)
dBCircle.strokeColor = strokeColor
dBCircle.name = "dBCircle"
dBCircle.fillColor = UIColor.clearColor()
addChild(dBCircle)
// Make static balls
for i in 0..<totalBalls {
let ball = SKShapeNode.init(circleOfRadius: radiusBall)
ball.position = CGPointMake(dBStartX+(distanceBtwBalls*CGFloat(i)), dBHeight)
ball.strokeColor = strokeColor
ball.name = "ball"
ball.fillColor = UIColor.clearColor()
if i == 0 || i == totalBalls-1 {
ball.hidden = true
}
addChild(ball)
}
mediaTimingFunctionEaseInEaseOutEmulate(dBCircle,dBStartX: dBStartX,dBStopX: dBStopX)
}
func mediaTimingFunctionEaseInEaseOutEmulate(node:SKShapeNode,dBStartX:CGFloat,dBStopX:CGFloat) {
let actionMoveLeft = SKAction.moveToX(dBStartX, duration:1.7)
actionMoveLeft.timingMode = SKActionTimingMode.EaseInEaseOut
let actionMoveRight = SKAction.moveToX(dBStopX, duration:1.7)
actionMoveRight.timingMode = SKActionTimingMode.EaseInEaseOut
node.runAction(SKAction.repeatActionForever(SKAction.sequence([actionMoveLeft,actionMoveRight])))
}
override func update(currentTime: NSTimeInterval) {
var i = 0
self.enumerateChildNodesWithName("ball") {
node, stop in
let ball = node as! SKShapeNode
if CGRectContainsRect(ball.frame, self.dBCircle.frame) {
if (ball.actionForKey("zoom") == nil) {
let zoomIn = SKAction.scaleTo(1.5, duration: 0.25)
let zoomOut = SKAction.scaleTo(1.0, duration: 0.25)
let seq = SKAction.sequence([zoomIn,zoomOut])
ball.runAction(seq,withKey: "zoom")
}
}
i += 1
}
}
}
New update with metaball animation:
Finally I've realize this result, my goal is to make it very similar to the original :
is it possible to make some variations to times (for example zoomIn or zoomOut time values or actionMoveLeft, actionMoveRight time values), this is the code:
import SpriteKit
class GameScene: SKScene {
var dBCircle : SKShapeNode!
let radiusDBCircle: CGFloat = 10
let radiusBall: CGFloat = 15
private let SCALE_RATE: CGFloat = 0.3
override func didMoveToView(view: SKView) {
// Some parameters
let strokeColor = SKColor.orangeColor()
let dBHeight = CGRectGetMaxY(self.frame)-84 // 64 navigationController height + 20 reasonable distance
let dBStartX = CGRectGetMidX(self.frame)-160 // extreme left
let dBStopX = CGRectGetMidX(self.frame)+160 // extreme right
let dBWidth = dBStopX - dBStartX
let totalBalls = 7 // first and last will be hidden
let ballArea = dBWidth / CGFloat(totalBalls-1)
let distanceBtwBalls = ((ballArea-(radiusBall*2))+radiusBall*2)
// Create dbCircle
dBCircle = SKShapeNode.init(circleOfRadius: radiusDBCircle)
dBCircle.position = CGPointMake(CGRectGetMidX(self.frame), dBHeight)
dBCircle.strokeColor = strokeColor
dBCircle.name = "dBCircle"
dBCircle.fillColor = UIColor.clearColor()
addChild(dBCircle)
// Make static balls
for i in 0..<totalBalls {
let ball = SKShapeNode.init(circleOfRadius: radiusBall)
ball.position = CGPointMake(dBStartX+(distanceBtwBalls*CGFloat(i)), dBHeight)
ball.strokeColor = strokeColor
ball.name = "ball"
ball.fillColor = UIColor.clearColor()
if i == 0 || i == totalBalls-1 {
ball.hidden = true
}
addChild(ball)
}
mediaTimingFunctionEaseInEaseOutEmulate(dBCircle,dBStartX: dBStartX,dBStopX: dBStopX)
}
func mediaTimingFunctionEaseInEaseOutEmulate(node:SKShapeNode,dBStartX:CGFloat,dBStopX:CGFloat) {
let actionMoveLeft = SKAction.moveToX(dBStartX, duration:2.5)
actionMoveLeft.timingMode = SKActionTimingMode.EaseInEaseOut
let actionMoveRight = SKAction.moveToX(dBStopX, duration:2.5)
actionMoveRight.timingMode = SKActionTimingMode.EaseInEaseOut
node.runAction(SKAction.repeatActionForever(SKAction.sequence([actionMoveLeft,actionMoveRight])))
}
//MARK: - _metaball original function
func _metaball(circle2:SKShapeNode, circle1:SKShapeNode, v: CGFloat, handeLenRate: CGFloat, maxDistance: CGFloat,vanishingTime : NSTimeInterval = 0.015) {
let center1 = circle1.position
let center2 = circle2.position
let d = center1.distance(center2)
var radius1 = radiusDBCircle
var radius2 = radiusBall
if (radius1 == 0 || radius2 == 0) {
return
}
var u1: CGFloat = 0.0
var u2: CGFloat = 0.0
if (d > maxDistance || d <= abs(radius1 - radius2)) {
return
} else if (d < radius1 + radius2) {
u1 = acos((radius1 * radius1 + d * d - radius2 * radius2) / (2 * radius1 * d))
u2 = acos((radius2 * radius2 + d * d - radius1 * radius1) / (2 * radius2 * d))
} else {
u1 = 0.0
u2 = 0.0
}
let angle1 = center1.angleBetween(center2)
let angle2 = acos((radius1 - radius2) / d)
let angle1a = angle1 + u1 + (angle2 - u1) * v
let angle1b = angle1 - u1 - (angle2 - u1) * v
let angle2a = angle1 + CGFloat(M_PI) - u2 - (CGFloat(M_PI) - u2 - angle2) * v
let angle2b = angle1 - CGFloat(M_PI) + u2 + (CGFloat(M_PI) - u2 - angle2) * v
let p1a = center1.point(radians: angle1a, withLength: radius1)
let p1b = center1.point(radians: angle1b, withLength: radius1)
let p2a = center2.point(radians: angle2a, withLength: radius2)
let p2b = center2.point(radians: angle2b, withLength: radius2)
let totalRadius = radius1 + radius2
var d2 = min(v * handeLenRate, p1a.minus(p2a).length() / totalRadius)
d2 *= min(1, d * 2 / totalRadius)
radius1 *= d2
radius2 *= d2
let cp1a = p1a.point(radians: angle1a - CGFloat(M_PI_2), withLength: radius1)
let cp2a = p2a.point(radians: angle2a + CGFloat(M_PI_2), withLength: radius2)
let cp2b = p2b.point(radians: angle2b - CGFloat(M_PI_2), withLength: radius2)
let cp1b = p1b.point(radians: angle1b + CGFloat(M_PI_2), withLength: radius1)
let pathJoinedCircles = UIBezierPath()
pathJoinedCircles.moveToPoint(p1a)
pathJoinedCircles.addCurveToPoint(p2a, controlPoint1: cp1a, controlPoint2: cp2a)
pathJoinedCircles.addLineToPoint(p2b)
pathJoinedCircles.addCurveToPoint(p1b, controlPoint1: cp2b, controlPoint2: cp1b)
pathJoinedCircles.addLineToPoint(p1a)
pathJoinedCircles.closePath()
let shapeNode = SKShapeNode(path: pathJoinedCircles.CGPath)
shapeNode.strokeColor = SKColor.orangeColor()
shapeNode.fillColor = UIColor.clearColor()
addChild(shapeNode)
let wait = SKAction.waitForDuration(vanishingTime)
self.runAction(wait,completion: {
shapeNode.removeFromParent()
})
}
override func update(currentTime: NSTimeInterval) {
var i = 0
self.enumerateChildNodesWithName("ball") {
node, stop in
let ball = node as! SKShapeNode
let enlargeFrame = CGRectMake(ball.frame.origin.x-self.radiusBall*3,ball.frame.origin.y,ball.frame.width+(self.radiusBall*6),ball.frame.height)
if CGRectContainsRect(enlargeFrame, self.dBCircle.frame) {
if (ball.actionForKey("zoom") == nil) {
let zoomIn = SKAction.scaleTo(1.5, duration: 0.25)
zoomIn.timingMode = SKActionTimingMode.EaseInEaseOut
let zoomOut = SKAction.scaleTo(1.0, duration: 0.25)
let wait = SKAction.waitForDuration(0.8)
let seq = SKAction.sequence([zoomIn,zoomOut,wait])
ball.runAction(seq,withKey: "zoom")
}
}
self._metaball(ball, circle1: self.dBCircle, v: 0.6, handeLenRate: 2.0, maxDistance: 4 * self.radiusBall)
i += 1
}
}
}
//MARK: - Extensions
extension CGPoint {
func distance(point: CGPoint) -> CGFloat {
let dx = point.x - self.x
let dy = point.y - self.y
return sqrt(dx * dx + dy * dy)
}
func angleBetween(point: CGPoint) -> CGFloat {
return atan2(point.y - self.y, point.x - self.x)
}
func point(radians radians: CGFloat, withLength length: CGFloat) -> CGPoint {
return CGPoint(x: self.x + length * cos(radi