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GameScene.swift
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GameScene.swift
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//
// GameScene.swift
// SKAction Animation GIF copy
//
// Created by Valerie on 22.03.23.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
CGPointMake(0.5, 0.5)
let image = SKSpriteNode(imageNamed: "image")
image.setScale(2)
image.position = CGPoint(x:self.frame.midX, y:self.frame.midY)
image.zPosition = 5
addChild(image)
let f0 = SKTexture.init(imageNamed: "image.png")
let f1 = SKTexture.init(imageNamed: "image2.png")
let f2 = SKTexture.init(imageNamed: "image3.png")
let frames0: [SKTexture] = [f0]
let frames1: [SKTexture] = [f1, f2]
let normal = SKAction.animate(with: frames0, timePerFrame: 0.8)
let change = SKAction.animate(with: frames1, timePerFrame: 0.2)
let normalaction = SKAction.repeat(normal, count: 1)
let changeaction = SKAction.repeat(change, count: 4)
let sequence = SKAction.sequence([normalaction, changeaction])
let redo = SKAction.repeatForever(sequence)
image.run(redo)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}