let randomRadius = CGFloat(UInt(arc4random_uniform(400) + 100))
let goLeft = arc4random_uniform(100) % 2 == 0
var point = GS.s.gameScene?.spritePositionCalculator_(column: (GS.s.hjhBlocStorage?[vX, vY]!.mXposition)!, row: (GS.s.hjhBlocStorage?[vX, vY]!.mYposition)!)
point = CGPoint(x: point!.x + (goLeft ? -randomRadius : randomRadius), y: point!.y)
let randomDuration = TimeInterval(arc4random_uniform(2)) + 0.5
// #5
var startAngle = CGFloat(Double.pi)
var endAngle = startAngle * 2
if goLeft {
endAngle = startAngle
startAngle = 0
}
let archPath = UIBezierPath(arcCenter: point!, radius: randomRadius, startAngle: startAngle, endAngle: endAngle, clockwise: goLeft)
let archAction = SKAction.follow(archPath.cgPath, asOffset: false, orientToPath: true, duration: randomDuration)
archAction.timingMode = .easeIn
어 물론, 프로젝트에서 지운 코드들이다. 주석 빼고 다시 올리기 그러네. 평소 하던대로 그대로 올려야겠다.
// let atomicSprite2 = GS.s.hjhBlocStorage?[vX, vY + 1]?.mSprite!
// let fadeInAction = SKAction.fadeAlpha(to: 0, duration: 0.2)
// fadeInAction.timingMode = .easeIn
// let hjhAction001 = SKAction.moveBy(x: 0, y: 0, duration: 1)
// [SKAction.group([fadeInAction]),
// GS.s.hjhBlocStorage?[vX, yae]?.mSprite!.removeFromParent()
// GS.s.hjhBlocStorage?[vX, yae]?.deletingMeFromStorage()
// run(SKAction.wait(forDuration: 0.4), completion: completion)
// debugPrint("animateCollapsingLines : ", block.mXposition, block.mYposition, block.mSprite!.anchorPoint.x, block.mSprite!.anchorPoint.y)
// #6
// sprite!.zPosition = 1000
//
// sprite!.removeFromParent()
// GS.s.hjhBlocStorage?[vX, vY + 1]?.mSprite?.removeFromParent()
// GS.s.hjhBlocStorage?[vX, vY + 1]?.deletingMeFromStorage()
//
//TODO: WHY Toast.show(message: (GS.s.hjhBlocStorage?[vX, vY]?.mXposition.description)! + " " + (GS.s.hjhBlocStorage?[vX, vY]?.mYposition.description)!)
//TODO: WHY Toast.showBlack(message: GS.s.hjhBlocStorage?[vX, vY]?.mXposition.description ?? "NOTHING")
// GS.s.hjhBlocStorage?[vX, vY + 1]?.mSprite?.removeFromParent()
// prevBloc!.deletingMeFromStorage()
// var nothingIsNorth : hjhDirectionType = directionUpper
// var nothingIsNorth2 : hjhDirectionType = directionLower
//
// if nothingIsNorth == .Nothing { nothingIsNorth = .North }
// if nothingIsNorth2 == .Nothing { nothingIsNorth2 = .North }
// if typeUpper == hjhBlocType.Golden {
// return true
// }
//
// if nothingIsNorth != nothingIsNorth2 {
// return false
// }
사실 뭐 대단한 코드
그런거 없다.
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