This should be really straightforward. I'm trying to have my particles fade out using a keyframe sequence.. but when I use the keyframe sequence they dont fade out at all. Not sure what I could be doing wrong.
particle creation:
static func debris(size: Int) -> Array<SKEmitterNode> {
if size > 5 {
fatalError("we don't have that much debris")
}
var debrisArr: [SKEmitterNode] = []
for i in 1...size {
let debris: SKEmitterNode = SKEmitterNode(fileNamed: "debris")
debris.particleTexture = SKTexture(imageNamed: "debris\(i)")
convertNumRef(&debris.particleScale)
convertNumRef(&debris.particleScaleRange)
debris.particleRotationSpeed = debris.particleRotationSpeed * CGFloat.randomSign()
// THE PART WE CARE ABOUT
debris.particleAlphaSequence = SKKeyframeSequence(keyframeValues: [0.5, 1.0, 0.0], times: [0.0, 3.0, 4.0])
debrisArr.append(debris)
}
add particles to game scene here
func makeDebris(){
for debrisEmitter in self.debris {
debrisEmitter.resetSimulation()
debrisEmitter.position = self.position
self.gameScene.gameLayer.addChild(debrisEmitter)
debrisEmitter.runAction(SKAction.removeFromParentAfterDelay(10))
}
}
I've tried this using a simpler example too.
fire is the default spritekit "fire" particle
let fire = SKEmitterNode(fileNamed: "MyParticle")
fire.particleColorSequence = SKKeyframeSequence(keyframeValues: [SKColor.blueColor(), SKColor.blueColor(), SKColor.yellowColor()], times: [0.0, 1.0, 2.0])
fire.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
self.addChild(fire)
the emitter is only emitting blue particles. it just picks whichever color is first in the array. I must be missing something.
Ok I misunderstood. the times arent the times in seconds. they are fractions of your particle's lifespan