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SpriteKit-Spring.swift
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SpriteKit-Spring.swift
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////////////////////////////////////////////////////////////////////////////////////////////////////
// Copyright 2014 Alexis Taugeron
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
////////////////////////////////////////////////////////////////////////////////////////////////////
import SpriteKit
////////////////////////////////////////////////////////////////////////////////////////////////////
// MARK: Move
@objc public extension SKAction {
@objc class func move(by delta: CGVector, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
let moveByX = animate(keyPath: \SKNode.position.x, byValue: delta.dx, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
let moveByY = animate(keyPath: \SKNode.position.y, byValue: delta.dy, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
return SKAction.group([moveByX, moveByY])
}
@objc class func move(to location: CGPoint, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
let moveToX = animate(keyPath: \SKNode.position.x, toValue: location.x, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
let moveToY = animate(keyPath: \SKNode.position.y, toValue: location.y, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
return SKAction.group([moveToX, moveToY])
}
@objc class func moveBy(x deltaX: CGFloat, y deltaY: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
let moveByX = animate(keyPath: \SKNode.position.x, byValue: deltaX, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
let moveByY = animate(keyPath: \SKNode.position.y, byValue: deltaY, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
return SKAction.group([moveByX, moveByY])
}
@objc class func moveTo(x: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.position.x, toValue: x, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func moveTo(y: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.position.y, toValue: y, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// MARK: Rotate
@objc public extension SKAction {
@objc class func rotate(byAngle radians: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.zRotation, byValue: radians, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func rotate(toAngle radians: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.zRotation, toValue: radians, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// MARK: Speed
@objc public extension SKAction {
@objc class func speed(by speed: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.speed, byValue: speed, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func speed(to speed: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.speed, toValue: speed, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// MARK: Scale
public extension SKAction {
@objc class func scale(by scale: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return scaleX(by: scale, y: scale, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func scale(to scale: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return scaleX(to: scale, y: scale, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func scaleX(by xScale: CGFloat, y yScale: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
let scaleXBy = animate(keyPath: \SKNode.xScale, byValue: xScale, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
let scaleYBy = animate(keyPath: \SKNode.yScale, byValue: yScale, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
return SKAction.group([scaleXBy, scaleYBy])
}
@objc class func scaleX(to scale: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.xScale, toValue: scale, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func scaleY(to scale: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.yScale, toValue: scale, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func scaleX(to xScale: CGFloat, y yScale: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
let scaleXTo = self.scaleX(to: xScale, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
let scaleYTo = self.scaleY(to: yScale, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
return SKAction.group([scaleXTo, scaleYTo])
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// MARK: Fade
public extension SKAction {
@objc class func fadeIn(withDuration duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.alpha, toValue: 1, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func fadeOut(withDuration duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.alpha, toValue: 0, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func fadeAlpha(by factor: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.alpha, byValue: factor, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func fadeAlpha(to factor: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKNode.alpha, toValue: factor, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// MARK: Resize
@objc public extension SKAction {
@objc class func resize(toWidth width: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKSpriteNode.size.width, toValue: width, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func resize(toHeight height: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKSpriteNode.size.height, toValue: height, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
@objc class func resize(byWidth width: CGFloat, height: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
let resizeByWidth = animate(keyPath: \SKSpriteNode.size.width, byValue: width, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
let resizeByHeight = animate(keyPath: \SKSpriteNode.size.height, byValue: height, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
return SKAction.group([resizeByWidth, resizeByHeight])
}
@objc class func resize(toWidth width: CGFloat, height: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
let resizeToWidth = self.resize(toWidth: width, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
let resizeToHeight = self.resize(toHeight: height, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
return SKAction.group([resizeToWidth, resizeToHeight])
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// MARK: Colorize
@objc public extension SKAction {
@objc class func colorize(withColorBlendFactor colorBlendFactor: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(keyPath: \SKSpriteNode.colorBlendFactor, toValue: colorBlendFactor, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// MARK: - Damping Logic
public extension SKAction {
class func animate<T>(keyPath: ReferenceWritableKeyPath<T, CGFloat>, byValue initialDistance: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(_keyPath: keyPath, byValue: initialDistance, toValue: nil, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
class func animate<T>(keyPath: ReferenceWritableKeyPath<T, CGFloat>, toValue finalValue: CGFloat, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
return animate(_keyPath: keyPath, byValue: nil, toValue: finalValue, duration: duration, delay: delay, usingSpringWithDamping: dampingRatio, initialSpringVelocity: velocity)
}
private class func animate<T>(_keyPath: ReferenceWritableKeyPath<T, CGFloat>, byValue: CGFloat!, toValue: CGFloat!, duration: TimeInterval, delay: TimeInterval, usingSpringWithDamping dampingRatio: CGFloat, initialSpringVelocity velocity: CGFloat) -> SKAction {
var initialValue: CGFloat!
var naturalFrequency: CGFloat = 0
var dampedFrequency: CGFloat = 0
var t1: CGFloat = 0
var t2: CGFloat = 0
var A: CGFloat = 0
var B: CGFloat = 0
var finalValue: CGFloat! = toValue
var initialDistance: CGFloat! = byValue
let animation = SKAction.customAction(withDuration: duration, actionBlock: {
(node, elapsedTime) in
if let propertyToAnimation = node as? T {
if initialValue == nil {
initialValue = propertyToAnimation[keyPath: _keyPath]
initialDistance = initialDistance ?? finalValue - initialValue!
finalValue = finalValue ?? initialValue! + initialDistance
var magicNumber: CGFloat! // picked manually to visually match the behavior of UIKit
if dampingRatio < 1 { magicNumber = 8 / dampingRatio }
else if dampingRatio == 1 { magicNumber = 10 }
else { magicNumber = 12 * dampingRatio }
naturalFrequency = magicNumber / CGFloat(duration)
dampedFrequency = naturalFrequency * sqrt(1 - pow(dampingRatio, 2))
t1 = 1 / (naturalFrequency * (dampingRatio - sqrt(pow(dampingRatio, 2) - 1)))
t2 = 1 / (naturalFrequency * (dampingRatio + sqrt(pow(dampingRatio, 2) - 1)))
if dampingRatio < 1 {
A = initialDistance
B = (dampingRatio * naturalFrequency - velocity) * initialDistance / dampedFrequency
} else if dampingRatio == 1 {
A = initialDistance
B = (naturalFrequency - velocity) * initialDistance
} else {
A = (t1 * t2 / (t1 - t2))
A *= initialDistance * (1/t2 - velocity)
B = (t1 * t2 / (t2 - t1))
B *= initialDistance * (1/t1 - velocity)
}
}
var currentValue: CGFloat!
if elapsedTime < CGFloat(duration) {
if dampingRatio < 1 {
let dampingExp:CGFloat = exp(-dampingRatio * naturalFrequency * elapsedTime)
let ADamp:CGFloat = A * cos(dampedFrequency * elapsedTime)
let BDamp:CGFloat = B * sin(dampedFrequency * elapsedTime)
currentValue = finalValue - dampingExp * (ADamp + BDamp)
} else if dampingRatio == 1 {
let dampingExp: CGFloat = exp(-dampingRatio * naturalFrequency * elapsedTime)
currentValue = finalValue - dampingExp * (A + B * elapsedTime)
} else {
let ADamp:CGFloat = A * exp(-elapsedTime/t1)
let BDamp:CGFloat = B * exp(-elapsedTime/t2)
currentValue = finalValue - ADamp - BDamp
}
} else {
currentValue = finalValue
}
propertyToAnimation[keyPath: _keyPath] = currentValue
}
})
if delay > 0 {
return SKAction.sequence([SKAction.wait(forDuration: delay), animation])
} else {
return animation
}
}
}