Currently, when running this code, a colored ball runs from the top of the screen to the bottom. When it reaches the bottom it respawns at the top and drops again. I need the ball to change to a random color each time it spawns again. I have a colorChange
action but it still doesn't change the color of the ball when it runs.
import SpriteKit
class GameScene: SKScene {
let ball = SKShapeNode(circleOfRadius: 20)
let label = SKLabelNode(fontNamed: "Futura")
let colorChange = SKAction.colorizeWithColor(.blueColor(), colorBlendFactor: 1, duration: 1)
let randomRed = Int(arc4random_uniform(255))
let randomGreen = Int(arc4random_uniform(255))
let randomBlue = Int(arc4random_uniform(255))
override func didMoveToView(view: SKView) {
let sceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.physicsBody = sceneBody
//Ball Transition
let ballTransition = SKAction.sequence([SKAction.fadeInWithDuration(1)])
ball.runAction(ballTransition)
ball.fillColor = UIColor(red: 100, green: 100, blue: 0, alpha: 1)
ball.physicsBody = SKPhysicsBody(circleOfRadius: 25)
ball.physicsBody?.affectedByGravity = false
ball.position = CGPoint(x: self.frame.size.width/2, y: CGFloat(self.frame.size.height*1))
ballMovement()
self.addChild(ball)
self.addChild(label)
}
func ballMovement() {
let moveBall = SKAction.moveToY(0, duration: 3)
let goBackUp = SKAction.moveToY(self.frame.size.height, duration:0)
let keepFalling = SKAction.sequence([moveBall, goBackUp, colorChange])
ball.runAction(SKAction.repeatActionForever(keepFalling))
//Label Sprite
label.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
label.fontColor = SKColor.redColor()
label.fontSize = 30
}
override func update(currentTime: CFTimeInterval) {
label.text = "\(ball.position.y)"
if ball.position.y < 26 {
ball.position = CGPoint(x: self.frame.size.width/2, y: CGFloat(self.frame.size.height*1))
}
}
}