Remove sample code
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@ -15,96 +15,41 @@ class GameScene: SKScene {
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var graphs = [String : GKGraph]()
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private var lastUpdateTime : TimeInterval = 0
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private var label : SKLabelNode?
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private var spinnyNode : SKShapeNode?
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override func sceneDidLoad() {
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self.lastUpdateTime = 0
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// Get label node from scene and store it for use later
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self.label = self.childNode(withName: "//helloLabel") as? SKLabelNode
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if let label = self.label {
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label.alpha = 0.0
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label.run(SKAction.fadeIn(withDuration: 2.0))
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}
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// Create shape node to use during mouse interaction
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let w = (self.size.width + self.size.height) * 0.05
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self.spinnyNode = SKShapeNode.init(rectOf: CGSize.init(width: w, height: w), cornerRadius: w * 0.3)
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if let spinnyNode = self.spinnyNode {
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spinnyNode.lineWidth = 2.5
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spinnyNode.run(SKAction.repeatForever(SKAction.rotate(byAngle: CGFloat(Double.pi), duration: 1)))
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spinnyNode.run(SKAction.sequence([SKAction.wait(forDuration: 0.5),
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SKAction.fadeOut(withDuration: 0.5),
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SKAction.removeFromParent()]))
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}
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}
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func touchDown(atPoint pos : CGPoint) {
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if let n = self.spinnyNode?.copy() as! SKShapeNode? {
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n.position = pos
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n.strokeColor = SKColor.green
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self.addChild(n)
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}
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}
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func touchMoved(toPoint pos : CGPoint) {
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if let n = self.spinnyNode?.copy() as! SKShapeNode? {
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n.position = pos
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n.strokeColor = SKColor.blue
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self.addChild(n)
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}
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}
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func touchUp(atPoint pos : CGPoint) {
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if let n = self.spinnyNode?.copy() as! SKShapeNode? {
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n.position = pos
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n.strokeColor = SKColor.red
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self.addChild(n)
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}
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}
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override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
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if let label = self.label {
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label.run(SKAction.init(named: "Pulse")!, withKey: "fadeInOut")
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}
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for t in touches { self.touchDown(atPoint: t.location(in: self)) }
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}
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override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
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for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
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}
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override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
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for t in touches { self.touchUp(atPoint: t.location(in: self)) }
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}
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override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
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for t in touches { self.touchUp(atPoint: t.location(in: self)) }
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}
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override func update(_ currentTime: TimeInterval) {
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// Called before each frame is rendered
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// Initialize _lastUpdateTime if it has not already been
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if (self.lastUpdateTime == 0) {
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self.lastUpdateTime = currentTime
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}
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// Calculate time since last update
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let dt = currentTime - self.lastUpdateTime
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// Update entities
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for entity in self.entities {
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entity.update(deltaTime: dt)
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}
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self.lastUpdateTime = currentTime
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}
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}
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