I am changing the alpha
value of spriteNode
like this,
if (firstBody.node?.name)! == "Player" && secondBody.node?.name == "Alpha 1" {
var item: SKSpriteNode?
item = SKSpriteNode(imageNamed: "BG")
item!.alpha = 0.1
score += 1
scoreLabel?.text = String(score)
}
This is mentioned in the documentation (use node.alpha = value
), but I am not sure why it isn't working.
you can fade the alpha by using a Action, I have left an example below.
class GameScene: SKScene {
var player: SKSpriteNode!
override func didMove(to view: SKView) {
player = SKSpriteNode(color: .purple, size: CGSize(width: 100, height: 100))
player.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
self.addChild(player)
}
func fadePlayer() {
let fadeAlpha = SKAction.fadeAlpha(to: 0.1, duration: 1.0)
self.run(fadeAlpha)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
fadePlayer()
}
}
When a touch begins the SpriteNode will fade out to the alpha value you insert, it will fade out gradually during a time you insert in the duration also, This action fades the SpriteNode's alpha to 0.1 gradually over 1 second.