In my program I have a method called addObstacle, which creates a rectangular SKShapeNode with an SKPhysicsBody, and a leftward velocity.
func addObstacle(bottom: CGFloat, top: CGFloat, width: CGFloat){
let obstacleRect = CGRectMake(self.size.width + 100, bottom, width, (top - bottom))
let obstacle = SKShapeNode(rect: obstacleRect)
obstacle.name = "obstacleNode"
obstacle.fillColor = UIColor.grayColor()
obstacle.physicsBody = SKPhysicsBody(edgeLoopFromPath: obstacle.path!)
obstacle.physicsBody?.dynamic = false
obstacle.physicsBody?.affectedByGravity = false
obstacle.physicsBody?.contactTestBitMask = PhysicsCatagory.Ball
obstacle.physicsBody?.categoryBitMask = PhysicsCatagory.Obstacle
obstacle.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(obstacle)
obstacle.runAction(SKAction.moveBy(obstacleVector, duration: obstacleSpeed))
}
In a separate method, called endGame, I want to fade out all the obstacles currently in existence on the screen. All the obstacle objects are private, which makes accessing their properties difficult. If there is only one on the screen, I can usually access it by its name. However, when I say childNodeWithName("obstacleNode")?.runAction(SKAction.fadeAlphaBy(-1.0, duration: 1.0))
, only one of the "obstacles" fades away; the rest remain completely opaque. Is there a good way of doing this? Thanks in advance (: