import SpriteKit
import GameplayKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
backgroundColor = UIColor.white
self.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
let myLabel = SKLabelNode(fontNamed: "Arial")
myLabel.text = "Start"
myLabel.fontSize = self.frame.width / 8
myLabel.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
myLabel.fontColor = SKColor.blue
self.addChild(myLabel)
let fadeInAction = SKAction.fadeAlpha(to: 1.0, duration: 3.0)
let fadeOutAction = SKAction.fadeAlpha(to: 0.0, duration: 3.0)
let changeLabelTextAction = SKAction.run({
myLabel.text = "New Text"
})
let actionSequence = SKAction.sequence([fadeOutAction, changeLabelTextAction, fadeInAction])
myLabel.run(actionSequence)
// run(SKAction.repeat(SKAction.sequence([SKAction.run(createBall), SKAction.wait(forDuration: 0.6)]), count: 20))
let timerWait = SKAction.wait(forDuration: 0.6)
let shotCheck = SKAction.run {self.createBall()}
let shotSequence = SKAction.sequence([shotCheck, timerWait])
let loopShotCheck = SKAction.repeat(shotSequence, count: 20)
self.run(loopShotCheck)
}
func createBall() {
let ball = SKShapeNode(circleOfRadius: 50)//circleOfRadiusで円の半径
ball.position = CGPoint(x:self.frame.midX, y:self.frame.midY+250)
ball.fillColor = UIColor.red
ball.lineWidth = 4.0
ball.strokeColor = UIColor.lightGray
// let ball = SKSpriteNode(imageNamed: "ball")
// ball.position = CGPoint(x: CGFloat(Int.random(in: 0...400) + 200),
// y: size.height - ball.frame.height)
ball.position = CGPoint(x: CGFloat(Int(arc4random()) % Int(size.width)),
y: size.height - ball.frame.height)
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.frame.width/2)
addChild(ball)
}
}