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| let sprite = self.childNodeWithName("targetSprite") as! SKSpriteNode | |
| let shader = SKShader(fileNamed: "shader1.fsh") | |
| shader.uniforms = [ | |
| SKUniform(name: "u_gradient", texture: SKTexture(imageNamed: "circleshader")), | |
| SKUniform(name: "u_health", float: 0.75) | |
| ] | |
| sprite.shader = shader |
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| void main() { | |
| // Find the pixel at the coordinate of the actual texture | |
| vec4 val = texture2D(u_texture, v_tex_coord); | |
| // If the alpha value of that pixel is 0.0 | |
| if (val.a == 0.0) { | |
| // Turn the pixel green | |
| gl_FragColor = vec4(0.0,1.0,0.0,1.0); |
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| let sprite = self.childNodeWithName("targetSprite") as! SKSpriteNode | |
| let shader = SKShader(fileNamed: "shader1.fsh") | |
| sprite.shader = shader |
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| void main() { | |
| gl_FragColor = vec4(0.0,1.0,0.0,1.0); | |
| } |
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| import SpriteKit | |
| class GameData : NSObject, NSCoding { | |
| /// Each scene always knows what scene should come next. | |
| /// So, by storing the current scene, we can just resume that scene when the game is reloaded | |
| /// If the user quits on a level, use logic to show world map instead | |
| /// NOTE** -- save SceneObject instead? so that userData is remembered, and it just pass this to scene manager? | |
| var currentScene : String = "MainMenu" |
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| // 5 - starburst out | |
| let filter = CIFilter(name: "CIFlashTransition", withInputParameters: ["inputCenter":CIVector(x: 600, y: 900)]) | |
| let transition = SKTransition(CIFilter: filter, duration: 2) |
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| class GameData : NSObject, NSCoding { | |
| /// Data to save | |
| var variableA : Int = 1 | |
| var variableB : Int = 2 | |
| var variableC : Int = 3 | |
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| class CutsceneAction { | |
| var finishEarly : Bool = false | |
| func timingFunc(time:Float) -> Float { | |
| if(self.finishEarly) { | |
| return 1.0 | |
| } | |
| else { | |
| return time |
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| func timingFunc(time:Float) -> Float { | |
| return 1.0 | |
| } | |
| let moveAction = SKAction.moveToX(500, duration: 0.2) | |
| moveAction.timingFunction = timingFunc |
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| if let font = UIFont(name: "DamascusSemiBold", size: 24) { | |
| let textFontAttributes = [ | |
| NSFontAttributeName : font, | |
| // Note: SKColor.whiteColor().CGColor breaks this | |
| NSForegroundColorAttributeName: UIColor.whiteColor(), | |
| NSStrokeColorAttributeName: UIColor.blackColor(), | |
| // Note: Use negative value here if you want foreground color to show | |
| NSStrokeWidthAttributeName: -3 | |
| ] |