- Add SKPulsator.swift file to your project
- Call the addPulseEffect() function by adding . after your SKSpriteNode name
import SpriteKit import GameplayKit
class GameScene: SKScene {
private var pulseNode: SKSpriteNode! override func didMove(to view: SKView) { self.backgroundColor = .white if let node = self.childNode(withName: "anyNode") as? SKSpriteNode { self.pulseNode = node } } override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { self.pulseNode.repeatPulseEffectForEver(circleOfRadius: 80) //self.pulseNode.addPulseEffect(circleOfRadius: 80, backgroundColor: .red) }
}
And here is UIKit version (lightweight)
License : GNU GENERAL PUBLIC LICENSE V3