I am trying to create an explosion effect using SKEmitterNode
, I followed some of this tutorial (http://www.waveworks.de/kill-your-characters-animating-explosions-with-skanimations-in-sprite-kit/), but it didn't seem to work. Here is what i have:
var superDabParticle = SKEmitterNode(fileNamed: "superDabParticle.sks")
func setUpEmiterNode(){
superDabParticle?.position = CGPoint(x: self.size.width * 0.5, y: self.size.height * 0.5)
let superDabParticleEffectNode = SKEffectNode()
superDabParticle?.zPosition = 1
superDabParticle?.setScale(0)
superDabParticleEffectNode.addChild(superDabParticle!)
self.addChild(superDabParticleEffectNode)
}
func animateEmiterNode(){
let birth = SKAction.runBlock { self.superDabParticle?.particleBirthRate = 0 }
superDabParticle!.runAction(SKAction.sequence([SKAction.waitForDuration(0.1), SKAction.scaleBy(1.5, duration: 0.1), birth]))
}
So i need to call setUpEmiterNode()
when the app first launches up, then when the user taps a button, call animateEmiterNode
to have the particles fly from the bottom of the screen up to about 75% of the screen, then fall back down; giving a sort of explosion under water effect. Im using the SPARK
emitter effect. If you know my issue or have any other ways that are better to do this, please assist!!