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swiftsprite-kitcore-animationcabasicanimation

replacing CALayer and CABasicAnimation with SKScene and SKActions


I am trying to restructure this Github Swift project on Metaballs so that the circles are represented by SKShapeNodes that are moved around by SKActions instead of CABasicAnimation.

I am not interested in the various Metaball parameters (the handleLenRate, Spacing and so on) appearing in the viewController. I basically want to be able to specify a start and end position for the animation using SKActions.

I am not certain how to achieve this, especially how to replace the startAnimation function below with SKShapeNode's with SKActions:

    func startAnimation() {
    let loadingLayer = self.layer as! DBMetaballLoadingLayer
    loadingAnimation = CABasicAnimation(keyPath: "movingBallCenterX")
    loadingAnimation!.duration = 2.5
    loadingAnimation!.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
    loadingAnimation!.fromValue = NSValue(CGPoint:fromPoint)
    loadingAnimation!.toValue = NSValue(CGPoint: toPoint)
    loadingAnimation!.repeatCount = Float.infinity
    loadingAnimation!.autoreverses = true
    loadingLayer.addAnimation(loadingAnimation!, forKey: "loading")
}

Please see what I've been able to do below:

MBCircle class:

struct MBCircle {
var center: CGPoint = CGPointZero
var radius: CGFloat = 0.0
var frame: CGRect {
    get {
        return CGRect(x: center.x - radius, y: center.y - radius, width: 2 * radius, height: 2 * radius)
    }
  }
}

struct DefaultConfig {
    static let radius: CGFloat = 15.0
    static let mv: CGFloat = 0.6
    static let maxDistance: CGFloat = 10 * DefaultConfig.radius
    static let handleLenRate: CGFloat = 2.0
    static let spacing: CGFloat = 160.0
}

GameScene class (representing both the DBMetaballLoadingLayer and DBMetaballLoadingView):

class GameScene: SKScene {

private let MOVE_BALL_SCALE_RATE: CGFloat = 0.75
private let ITEM_COUNT = 2
private let SCALE_RATE: CGFloat = 1.0//0.3
private var circlePaths = [MBCircle]()
var radius: CGFloat = DefaultConfig.radius
var maxLength: CGFloat {
    get {
        return (radius * 4 + spacing) * CGFloat(ITEM_COUNT) 
    }
}
var maxDistance: CGFloat = DefaultConfig.maxDistance
var mv: CGFloat = DefaultConfig.mv
var spacing: CGFloat = DefaultConfig.spacing {
    didSet {
        _adjustSpacing(spacing)
    }
}
var handleLenRate: CGFloat = DefaultConfig.handleLenRate
var movingBallCenterX : CGFloat = 0.0 {
    didSet {
        if (circlePaths.count > 0) {
            circlePaths[0].center = CGPoint(x: movingBallCenterX, y: circlePaths[0].center.y)
        }
    }
}

func _generalInit() {
    circlePaths = Array(0..<ITEM_COUNT).map { i in
        var circlePath = MBCircle()
        circlePath.center = CGPoint(x: (radius * 10 + spacing) * CGFloat(i), y: radius * (1.0 + SCALE_RATE))
        circlePath.radius = i == 0 ? radius * MOVE_BALL_SCALE_RATE : radius
        circlePath.sprite = SKShapeNode(circleOfRadius: circlePath.radius)
        circlePath.sprite?.position = circlePath.center
        circlePath.sprite?.fillColor = UIColor.blueColor()
        addChild(circlePath.sprite!)
        return circlePath

    }
}

func _adjustSpacing(spacing: CGFloat) {
    if (ITEM_COUNT > 1 && circlePaths.count > 1) {
        for i in 1..<ITEM_COUNT {
            var circlePath = circlePaths[i]
            circlePath.center = CGPoint(x: (radius*2 + spacing) * CGFloat(i), y: radius * (1.0 + SCALE_RATE))
        }
    }
}

func _renderPath(path: UIBezierPath) {
    var shapeNode = SKShapeNode()
    shapeNode.path = path.CGPath
    shapeNode.fillColor = UIColor.blueColor()
    addChild(shapeNode)
   }

func _metaball(j: Int, i: Int, v: CGFloat, handeLenRate: CGFloat, maxDistance: CGFloat) {
    let circle1 = circlePaths[i]
    let circle2 = circlePaths[j]

    let center1 = circle1.center
    let center2 = circle2.center

    let d = center1.distance(center2)

    var radius1 = circle1.radius
    var radius2 = circle2.radius

    if (d > maxDistance) {
        _renderPath(UIBezierPath(ovalInRect: circle2.frame))

    } else {
        let scale2 = 1 + SCALE_RATE * (1 - d / maxDistance)
        radius2 *= scale2
        _renderPath(UIBezierPath(ovalInRect: CGRect(x: circle2.center.x - radius2, y: circle2.center.y - radius2, width: 2 * radius2, height: 2 * radius2)))

    }

    if (radius1 == 0 || radius2 == 0) {
        return
    }

    var u1: CGFloat = 0.0
    var u2: CGFloat = 0.0
    if (d > maxDistance || d <= abs(radius1 - radius2)) {
        return
    } else if (d < radius1 + radius2) {
        u1 = acos((radius1 * radius1 + d * d - radius2 * radius2) / (2 * radius1 * d))
        u2 = acos((radius2 * radius2 + d * d - radius1 * radius1) / (2 * radius2 * d))
    } else {
        u1 = 0.0
        u2 = 0.0
    }

    let angle1 = center1.angleBetween(center2)
    let angle2 = acos((radius1 - radius2) / d)
    let angle1a = angle1 + u1 + (angle2 - u1) * v
    let angle1b = angle1 - u1 - (angle2 - u1) * v
    let angle2a = angle1 + CGFloat(M_PI) - u2 - (CGFloat(M_PI) - u2 - angle2) * v
    let angle2b = angle1 - CGFloat(M_PI) + u2 + (CGFloat(M_PI) - u2 - angle2) * v

    let p1a = center1.point(radians: angle1a, withLength: radius1)
    let p1b = center1.point(radians: angle1b, withLength: radius1)
    let p2a = center2.point(radians: angle2a, withLength: radius2)
    let p2b = center2.point(radians: angle2b, withLength: radius2)

    let totalRadius = radius1 + radius2
    var d2 = min(v * handeLenRate, p1a.minus(p2a).length() / totalRadius)
    d2 *= min(1, d * 2 / totalRadius)
    radius1 *= d2
    radius2 *= d2

    let cp1a = p1a.point(radians: angle1a - CGFloat(M_PI_2), withLength: radius1)
    let cp2a = p2a.point(radians: angle2a + CGFloat(M_PI_2), withLength: radius2)
    let cp2b = p2b.point(radians: angle2b - CGFloat(M_PI_2), withLength: radius2)
    let cp1b = p1b.point(radians: angle1b + CGFloat(M_PI_2), withLength: radius1)

    let pathJoinedCircles = UIBezierPath()
    pathJoinedCircles.moveToPoint(p1a)
    pathJoinedCircles.addCurveToPoint(p2a, controlPoint1: cp1a, controlPoint2: cp2a)
    pathJoinedCircles.addLineToPoint(p2b)
    pathJoinedCircles.addCurveToPoint(p1b, controlPoint1: cp2b, controlPoint2: cp1b)
    pathJoinedCircles.addLineToPoint(p1a)
    pathJoinedCircles.closePath()
    _renderPath(pathJoinedCircles)
}

func startAnimation() {

}
override func didMoveToView(view: SKView) {

    _generalInit()

}

    override func update(currentTime: CFTimeInterval) {
    /* Called before each frame is rendered */
   }
}

I didn't make any changes to the CGPointExtension class.

UPDATE

I am still trying to get the metaball effect, this is my progress so far based on suggestions from Alessandro Ornano:

import SpriteKit

extension CGPoint {
func distance(point: CGPoint) -> CGFloat {
    let dx = point.x - self.x
    let dy = point.y - self.y
    return sqrt(dx * dx + dy * dy)
}

func angleBetween(point: CGPoint) -> CGFloat {
    return atan2(point.y - self.y, point.x - self.x)
}

func point(radians radians: CGFloat, withLength length: CGFloat) -> CGPoint   {
    return CGPoint(x: self.x + length * cos(radians), y: self.y + length * sin(radians))
}

func minus(point: CGPoint) -> CGPoint {
    return CGPoint(x: self.x - point.x, y: self.y - point.y)
}

func length() -> CGFloat {
    return sqrt(self.x * self.x + self.y + self.y)
}

}

class GameScene: SKScene {
var dBCircle : SKShapeNode!
let radiusDBCircle: CGFloat = 10
let radiusBall: CGFloat = 15
var balls = [SKShapeNode]()
var distanceBtwBalls : CGFloat = 15

private let SCALE_RATE: CGFloat = 0.3
override func didMoveToView(view: SKView) {
    // Some parameters
    let strokeColor = SKColor.orangeColor()
    let dBHeight = CGRectGetMaxY(self.frame)-84 // 64 navigationController height + 20 reasonable distance
    let dBStartX = CGRectGetMidX(self.frame)-160 // extreme left
    let dBStopX = CGRectGetMidX(self.frame)+160 // extreme right
    let dBWidth = dBStopX - dBStartX
    let totalBalls = 7 // first and last will be hidden
    let ballArea = dBWidth / CGFloat(totalBalls-1)
    distanceBtwBalls = ((ballArea-(radiusBall*2))+radiusBall*2)

    // Create dbCircle
    dBCircle = SKShapeNode.init(circleOfRadius: radiusDBCircle)
    dBCircle.position = CGPointMake(CGRectGetMidX(self.frame), dBHeight)
    dBCircle.strokeColor = strokeColor
    dBCircle.name = "dBCircle"
    dBCircle.fillColor = UIColor.clearColor()
    addChild(dBCircle)


    // Make static balls
    for i in 0..<totalBalls {
        let ball = SKShapeNode.init(circleOfRadius: radiusBall)
        ball.position =   CGPointMake(dBStartX+(distanceBtwBalls*CGFloat(i)), dBHeight)
        ball.strokeColor = strokeColor
        ball.name = "ball"
        ball.fillColor = UIColor.clearColor()
        balls.append(ball)
        if i == 0 || i == totalBalls-1 {
            ball.hidden = true
        }
        addChild(ball)
    }
    mediaTimingFunctionEaseInEaseOutEmulate(dBCircle,dBStartX: dBStartX,dBStopX: dBStopX)
}
func mediaTimingFunctionEaseInEaseOutEmulate(node:SKShapeNode,dBStartX:CGFloat,dBStopX:CGFloat) {
    let actionMoveLeft = SKAction.moveToX(dBStartX, duration:1.7)
    actionMoveLeft.timingMode = SKActionTimingMode.EaseInEaseOut

    let actionMoveRight = SKAction.moveToX(dBStopX, duration:1.7)
    actionMoveRight.timingMode = SKActionTimingMode.EaseInEaseOut

        node.runAction(SKAction.repeatActionForever(SKAction.sequence([actionMoveLeft,actionMoveRight])))
}
override func update(currentTime: NSTimeInterval) {
    var i = 0
    self.enumerateChildNodesWithName("ball") {
        node, stop in
        let ball = node as! SKShapeNode

        if CGRectContainsRect(ball.frame, self.dBCircle.frame) {
            if (ball.actionForKey("zoom") == nil) {

                let zoomIn = SKAction.scaleTo(1.5, duration: 0.25)
                let zoomOut = SKAction.scaleTo(1.0, duration: 0.25)
                let seq = SKAction.sequence([zoomIn,zoomOut])
                ball.runAction(seq,withKey: "zoom")
            }
        }
        i += 1
    }
    movingBeziers()
}

func _renderPath(path: UIBezierPath) {
    let shapeNode = SKShapeNode(path: path.CGPath)
    shapeNode.fillColor = UIColor.blueColor()
    addChild(shapeNode)

}

func movingBeziers()    {
    _renderPath(UIBezierPath(ovalInRect: dBCircle.frame))
    for j in 1..<balls.count {
    self.latestTestMetaball(j, circleShape: dBCircle, v: 0.6, handleLenRate:  2.0, maxDistance: self.distanceBtwBalls)
    }
}

func latestTestMetaball (j: Int, circleShape: SKShapeNode, v: CGFloat, handleLenRate: CGFloat, maxDistance: CGFloat)    {
    let circle1 = circleShape
    let circle2 = balls[j]

    let center1 = circle1.position
    let center2 = circle2.position

    let d = center1.distance(center2)

    var radius1 = circle1.frame.width
    var radius2 = circle2.frame.width


    var u1: CGFloat = 0.0
    var u2: CGFloat = 0.0
    if (d > maxDistance || d <= abs(radius1 - radius2)) {
        return
    } else if (d < radius1 + radius2) {
        u1 = acos((radius1 * radius1 + d * d - radius2 * radius2) / (2 * radius1 * d))
        u2 = acos((radius2 * radius2 + d * d - radius1 * radius1) / (2 * radius2 * d))
    } else {
        u1 = 0.0
        u2 = 0.0
    }

    let angle1 = center1.angleBetween(center2)
    let angle2 = acos((radius1 - radius2) / d)
    let angle1a = angle1 + u1 + (angle2 - u1) * v
    let angle1b = angle1 - u1 - (angle2 - u1) * v
    let angle2a = angle1 + CGFloat(M_PI) - u2 - (CGFloat(M_PI) - u2 - angle2) * v
    let angle2b = angle1 - CGFloat(M_PI) + u2 + (CGFloat(M_PI) - u2 - angle2) * v

    let p1a = center1.point(radians: angle1a, withLength: radius1)
    let p1b = center1.point(radians: angle1b, withLength: radius1)
    let p2a = center2.point(radians: angle2a, withLength: radius2)
    let p2b = center2.point(radians: angle2b, withLength: radius2)

    let totalRadius = radius1 + radius2
    var d2 = min(v * handleLenRate, p1a.minus(p2a).length() / totalRadius)
    d2 *= min(1, d * 2 / totalRadius)
    radius1 *= d2
    radius2 *= d2

    let cp1a = p1a.point(radians: angle1a - CGFloat(M_PI_2), withLength: radius1)
    let cp2a = p2a.point(radians: angle2a + CGFloat(M_PI_2), withLength: radius2)
    let cp2b = p2b.point(radians: angle2b - CGFloat(M_PI_2), withLength: radius2)
    let cp1b = p1b.point(radians: angle1b + CGFloat(M_PI_2), withLength: radius1)

    let pathJoinedCircles = UIBezierPath()
    pathJoinedCircles.moveToPoint(p1a)
    pathJoinedCircles.addCurveToPoint(p2a, controlPoint1: cp1a, controlPoint2: cp2a)
    pathJoinedCircles.addLineToPoint(p2b)
    pathJoinedCircles.addCurveToPoint(p1b, controlPoint1: cp2b, controlPoint2: cp1b)
    pathJoinedCircles.addLineToPoint(p1a)
    pathJoinedCircles.closePath()
    let shapeNode = SKShapeNode(path: pathJoinedCircles.CGPath)
    shapeNode.fillColor = UIColor.blueColor()
    addChild(shapeNode)
  }
}

Solution

  • You can easily achieve this kind of animation using moveToX and the timingMode parameter.

    New Swift 3 translation below at the end of this answer.

    To make an example I use the Xcode Sprite-Kit "Hello, World!" official project demo:

    class GameScene: SKScene {
        override func didMoveToView(view: SKView) {
            /* Setup your scene here */
            let myLabel = SKLabelNode(fontNamed:"Chalkduster")
            myLabel.text = "Hello, World!"
            myLabel.fontSize = 15
            myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
    
            self.addChild(myLabel)
            mediaTimingFunctionEaseInEaseOutEmulate(myLabel)
        }
        func mediaTimingFunctionEaseInEaseOutEmulate(node:SKLabelNode) {
            let actionMoveLeft = SKAction.moveToX(CGRectGetMidX(self.frame)-100, duration:1.5)
            actionMoveLeft.timingMode = SKActionTimingMode.EaseInEaseOut
    
            let actionMoveRight = SKAction.moveToX(CGRectGetMidX(self.frame)+100, duration:1.5)
            actionMoveRight.timingMode = SKActionTimingMode.EaseInEaseOut
    
            node.runAction(SKAction.repeatActionForever(SKAction.sequence([actionMoveLeft,actionMoveRight])))
        }
    }
    

    Output:

    enter image description here

    Update (This part start to emulate the static ball and the dynamic ball moving left and right but without metaball animations)

    class GameScene: SKScene {
        var dBCircle : SKShapeNode!
        let radiusDBCircle: CGFloat = 10
        let radiusBall: CGFloat = 15
        private let SCALE_RATE: CGFloat = 0.3
        override func didMoveToView(view: SKView) {
            // Some parameters
            let strokeColor = SKColor.orangeColor()
            let dBHeight = CGRectGetMaxY(self.frame)-84 // 64 navigationController height + 20 reasonable distance
            let dBStartX = CGRectGetMidX(self.frame)-160 // extreme left
            let dBStopX = CGRectGetMidX(self.frame)+160 // extreme right
            let dBWidth = dBStopX - dBStartX
            let totalBalls = 7 // first and last will be hidden
            let ballArea = dBWidth / CGFloat(totalBalls-1)
            let distanceBtwBalls = ((ballArea-(radiusBall*2))+radiusBall*2)
    
            // Create dbCircle
            dBCircle = SKShapeNode.init(circleOfRadius: radiusDBCircle)
            dBCircle.position = CGPointMake(CGRectGetMidX(self.frame), dBHeight)
            dBCircle.strokeColor = strokeColor
            dBCircle.name = "dBCircle"
            dBCircle.fillColor = UIColor.clearColor()
            addChild(dBCircle)
            // Make static balls
            for i in 0..<totalBalls {
                let ball = SKShapeNode.init(circleOfRadius: radiusBall)
                ball.position =   CGPointMake(dBStartX+(distanceBtwBalls*CGFloat(i)), dBHeight)
                ball.strokeColor = strokeColor
                ball.name = "ball"
                ball.fillColor = UIColor.clearColor()
                if i == 0 || i == totalBalls-1 {
                    ball.hidden = true
                }
                addChild(ball)
            }
            mediaTimingFunctionEaseInEaseOutEmulate(dBCircle,dBStartX: dBStartX,dBStopX: dBStopX)
        }
        func mediaTimingFunctionEaseInEaseOutEmulate(node:SKShapeNode,dBStartX:CGFloat,dBStopX:CGFloat) {
            let actionMoveLeft = SKAction.moveToX(dBStartX, duration:1.7)
            actionMoveLeft.timingMode = SKActionTimingMode.EaseInEaseOut
    
            let actionMoveRight = SKAction.moveToX(dBStopX, duration:1.7)
            actionMoveRight.timingMode = SKActionTimingMode.EaseInEaseOut
    
            node.runAction(SKAction.repeatActionForever(SKAction.sequence([actionMoveLeft,actionMoveRight])))
        }
        override func update(currentTime: NSTimeInterval) {
            var i = 0
            self.enumerateChildNodesWithName("ball") {
                node, stop in
                let ball = node as! SKShapeNode
    
                if CGRectContainsRect(ball.frame, self.dBCircle.frame) {
                    if (ball.actionForKey("zoom") == nil) {
                        let zoomIn = SKAction.scaleTo(1.5, duration: 0.25)
                        let zoomOut = SKAction.scaleTo(1.0, duration: 0.25)
                        let seq = SKAction.sequence([zoomIn,zoomOut])
                        ball.runAction(seq,withKey: "zoom")
                    }
                }
                i += 1
            }
        }
    }
    

    New update with metaball animation:

    Finally I've realize this result, my goal is to make it very similar to the original :

    enter image description here

    is it possible to make some variations to times (for example zoomIn or zoomOut time values or actionMoveLeft, actionMoveRight time values), this is the code:

    import SpriteKit
    class GameScene: SKScene {
        var dBCircle : SKShapeNode!
        let radiusDBCircle: CGFloat = 10
        let radiusBall: CGFloat = 15
        private let SCALE_RATE: CGFloat = 0.3
        override func didMoveToView(view: SKView) {
            // Some parameters
            let strokeColor = SKColor.orangeColor()
            let dBHeight = CGRectGetMaxY(self.frame)-84 // 64 navigationController height + 20 reasonable distance
            let dBStartX = CGRectGetMidX(self.frame)-160 // extreme left
            let dBStopX = CGRectGetMidX(self.frame)+160 // extreme right
            let dBWidth = dBStopX - dBStartX
            let totalBalls = 7 // first and last will be hidden
            let ballArea = dBWidth / CGFloat(totalBalls-1)
            let distanceBtwBalls = ((ballArea-(radiusBall*2))+radiusBall*2)
    
            // Create dbCircle
            dBCircle = SKShapeNode.init(circleOfRadius: radiusDBCircle)
            dBCircle.position = CGPointMake(CGRectGetMidX(self.frame), dBHeight)
            dBCircle.strokeColor = strokeColor
            dBCircle.name = "dBCircle"
            dBCircle.fillColor = UIColor.clearColor()
            addChild(dBCircle)
            // Make static balls
            for i in 0..<totalBalls {
                let ball = SKShapeNode.init(circleOfRadius: radiusBall)
                ball.position =   CGPointMake(dBStartX+(distanceBtwBalls*CGFloat(i)), dBHeight)
                ball.strokeColor = strokeColor
                ball.name = "ball"
                ball.fillColor = UIColor.clearColor()
                if i == 0 || i == totalBalls-1 {
                    ball.hidden = true
                }
                addChild(ball)
            }
            mediaTimingFunctionEaseInEaseOutEmulate(dBCircle,dBStartX: dBStartX,dBStopX: dBStopX)
        }
        func mediaTimingFunctionEaseInEaseOutEmulate(node:SKShapeNode,dBStartX:CGFloat,dBStopX:CGFloat) {
            let actionMoveLeft = SKAction.moveToX(dBStartX, duration:2.5)
            actionMoveLeft.timingMode = SKActionTimingMode.EaseInEaseOut
    
            let actionMoveRight = SKAction.moveToX(dBStopX, duration:2.5)
            actionMoveRight.timingMode = SKActionTimingMode.EaseInEaseOut
    
            node.runAction(SKAction.repeatActionForever(SKAction.sequence([actionMoveLeft,actionMoveRight])))
        }
        //MARK: - _metaball original function
        func _metaball(circle2:SKShapeNode, circle1:SKShapeNode, v: CGFloat, handeLenRate: CGFloat, maxDistance: CGFloat,vanishingTime : NSTimeInterval = 0.015) {
            let center1 = circle1.position
            let center2 = circle2.position
            let d = center1.distance(center2)
            var radius1 = radiusDBCircle
            var radius2 = radiusBall
            if (radius1 == 0 || radius2 == 0) {
                return
            }
            var u1: CGFloat = 0.0
            var u2: CGFloat = 0.0
            if (d > maxDistance || d <= abs(radius1 - radius2)) {
                return
            } else if (d < radius1 + radius2) {
                u1 = acos((radius1 * radius1 + d * d - radius2 * radius2) / (2 * radius1 * d))
                u2 = acos((radius2 * radius2 + d * d - radius1 * radius1) / (2 * radius2 * d))
            } else {
                u1 = 0.0
                u2 = 0.0
            }
            let angle1 = center1.angleBetween(center2)
            let angle2 = acos((radius1 - radius2) / d)
            let angle1a = angle1 + u1 + (angle2 - u1) * v
            let angle1b = angle1 - u1 - (angle2 - u1) * v
            let angle2a = angle1 + CGFloat(M_PI) - u2 - (CGFloat(M_PI) - u2 - angle2) * v
            let angle2b = angle1 - CGFloat(M_PI) + u2 + (CGFloat(M_PI) - u2 - angle2) * v
            let p1a = center1.point(radians: angle1a, withLength: radius1)
            let p1b = center1.point(radians: angle1b, withLength: radius1)
            let p2a = center2.point(radians: angle2a, withLength: radius2)
            let p2b = center2.point(radians: angle2b, withLength: radius2)
            let totalRadius = radius1 + radius2
            var d2 = min(v * handeLenRate, p1a.minus(p2a).length() / totalRadius)
            d2 *= min(1, d * 2 / totalRadius)
            radius1 *= d2
            radius2 *= d2
            let cp1a = p1a.point(radians: angle1a - CGFloat(M_PI_2), withLength: radius1)
            let cp2a = p2a.point(radians: angle2a + CGFloat(M_PI_2), withLength: radius2)
            let cp2b = p2b.point(radians: angle2b - CGFloat(M_PI_2), withLength: radius2)
            let cp1b = p1b.point(radians: angle1b + CGFloat(M_PI_2), withLength: radius1)
            let pathJoinedCircles = UIBezierPath()
            pathJoinedCircles.moveToPoint(p1a)
            pathJoinedCircles.addCurveToPoint(p2a, controlPoint1: cp1a, controlPoint2: cp2a)
            pathJoinedCircles.addLineToPoint(p2b)
            pathJoinedCircles.addCurveToPoint(p1b, controlPoint1: cp2b, controlPoint2: cp1b)
            pathJoinedCircles.addLineToPoint(p1a)
            pathJoinedCircles.closePath()
            let shapeNode = SKShapeNode(path: pathJoinedCircles.CGPath)
            shapeNode.strokeColor = SKColor.orangeColor()
            shapeNode.fillColor = UIColor.clearColor()
            addChild(shapeNode)
            let wait = SKAction.waitForDuration(vanishingTime)
            self.runAction(wait,completion: {
                shapeNode.removeFromParent()
            })
        }
        override func update(currentTime: NSTimeInterval) {
            var i = 0
            self.enumerateChildNodesWithName("ball") {
                node, stop in
                let ball = node as! SKShapeNode
                let enlargeFrame = CGRectMake(ball.frame.origin.x-self.radiusBall*3,ball.frame.origin.y,ball.frame.width+(self.radiusBall*6),ball.frame.height)
                if CGRectContainsRect(enlargeFrame, self.dBCircle.frame) {
                    if (ball.actionForKey("zoom") == nil) {
                        let zoomIn = SKAction.scaleTo(1.5, duration: 0.25)
                        zoomIn.timingMode = SKActionTimingMode.EaseInEaseOut
                        let zoomOut = SKAction.scaleTo(1.0, duration: 0.25)
                        let wait = SKAction.waitForDuration(0.8)
                        let seq = SKAction.sequence([zoomIn,zoomOut,wait])
                        ball.runAction(seq,withKey: "zoom")
                    }
                }
                self._metaball(ball, circle1: self.dBCircle, v: 0.6, handeLenRate: 2.0, maxDistance: 4 * self.radiusBall)
                i += 1
            }
        }
    }
    //MARK: - Extensions
    extension CGPoint {
        func distance(point: CGPoint) -> CGFloat {
            let dx = point.x - self.x
            let dy = point.y - self.y
            return sqrt(dx * dx + dy * dy)
        }
        func angleBetween(point: CGPoint) -> CGFloat {
            return atan2(point.y - self.y, point.x - self.x)
        }
        func point(radians radians: CGFloat, withLength length: CGFloat) -> CGPoint   {
            return CGPoint(x: self.x + length * cos(radians), y: self.y + length * sin(radians))
        }
        func minus(point: CGPoint) -> CGPoint {
            return CGPoint(x: self.x - point.x, y: self.y - point.y)
        }
        func length() -> CGFloat {
            return sqrt(self.x * self.x + self.y + self.y)
        }
    }
    

    Swift 3:

    (I've made a little change to maxDistance: 4 * self.radiusBall with maxDistance: 5 * self.radiusBall to become more similar to the original but you can change it as you wish)

    import SpriteKit
    class GameScene: SKScene {
        var dBCircle : SKShapeNode!
        let radiusDBCircle: CGFloat = 10
        let radiusBall: CGFloat = 15
        private let SCALE_RATE: CGFloat = 0.3
        override func didMove(to view: SKView) {
            let label = self.childNode(withName: "//helloLabel") as? SKLabelNode
            label?.removeFromParent()
            self.anchorPoint = CGPoint.zero
            // Some parameters
            let strokeColor = SKColor.orange
            let dBHeight = self.frame.midY
            let dBStartX = self.frame.midX-260 // extreme left
            let dBStopX = self.frame.midX+260 // extreme right
            let dBWidth = dBStopX - dBStartX
            let totalBalls = 7 // first and last will be hidden
            let ballArea = dBWidth / CGFloat(totalBalls-1)
            let distanceBtwBalls = ((ballArea-(radiusBall*2))+radiusBall*2)
    
            // Create dbCircle
            dBCircle = SKShapeNode.init(circleOfRadius: radiusDBCircle)
            dBCircle.position = CGPoint(x:self.frame.midX, y:dBHeight)
            dBCircle.strokeColor = strokeColor
            dBCircle.name = "dBCircle"
            dBCircle.fillColor = UIColor.clear
            addChild(dBCircle)
            // Make static balls
            for i in 0..<totalBalls {
                let ball = SKShapeNode.init(circleOfRadius: radiusBall)
                ball.position =   CGPoint(x:dBStartX+(distanceBtwBalls*CGFloat(i)), y:dBHeight)
                ball.strokeColor = strokeColor
                ball.name = "ball"
                ball.fillColor = UIColor.clear
                if i == 0 || i == totalBalls-1 {
                    ball.isHidden = true
                }
                addChild(ball)
            }
            mediaTimingFunctionEaseInEaseOutEmulate(node: dBCircle,dBStartX: dBStartX,dBStopX: dBStopX)
        }
        func mediaTimingFunctionEaseInEaseOutEmulate(node:SKShapeNode,dBStartX:CGFloat,dBStopX:CGFloat) {
            let actionMoveLeft = SKAction.moveTo(x: dBStartX, duration:2.5)
            actionMoveLeft.timingMode = SKActionTimingMode.easeInEaseOut
    
            let actionMoveRight = SKAction.moveTo(x: dBStopX, duration:2.5)
            actionMoveRight.timingMode = SKActionTimingMode.easeInEaseOut
    
            node.run(SKAction.repeatForever(SKAction.sequence([actionMoveLeft,actionMoveRight])))
        }
        //MARK: - _metaball original function
        func _metaball(circle2:SKShapeNode, circle1:SKShapeNode, v: CGFloat, handeLenRate: CGFloat, maxDistance: CGFloat,vanishingTime : TimeInterval = 0.015) {
            let center1 = circle1.position
            let center2 = circle2.position
            let d = center1.distance(point: center2)
            var radius1 = radiusDBCircle
            var radius2 = radiusBall
            if (radius1 == 0 || radius2 == 0) {
                return
            }
            var u1: CGFloat = 0.0
            var u2: CGFloat = 0.0
            if (d > maxDistance || d <= abs(radius1 - radius2)) {
                return
            } else if (d < radius1 + radius2) {
                u1 = acos((radius1 * radius1 + d * d - radius2 * radius2) / (2 * radius1 * d))
                u2 = acos((radius2 * radius2 + d * d - radius1 * radius1) / (2 * radius2 * d))
            } else {
                u1 = 0.0
                u2 = 0.0
            }
            let angle1 = center1.angleBetween(point: center2)
            let angle2 = acos((radius1 - radius2) / d)
            let angle1a = angle1 + u1 + (angle2 - u1) * v
            let angle1b = angle1 - u1 - (angle2 - u1) * v
            let angle2a = angle1 + CGFloat(M_PI) - u2 - (CGFloat(M_PI) - u2 - angle2) * v
            let angle2b = angle1 - CGFloat(M_PI) + u2 + (CGFloat(M_PI) - u2 - angle2) * v
            let p1a = center1.point(radians: angle1a, withLength: radius1)
            let p1b = center1.point(radians: angle1b, withLength: radius1)
            let p2a = center2.point(radians: angle2a, withLength: radius2)
            let p2b = center2.point(radians: angle2b, withLength: radius2)
            let totalRadius = radius1 + radius2
            var d2 = min(v * handeLenRate, p1a.minus(point: p2a).length() / totalRadius)
            d2 *= min(1, d * 2 / totalRadius)
            radius1 *= d2
            radius2 *= d2
            let cp1a = p1a.point(radians: angle1a - CGFloat(M_PI_2), withLength: radius1)
            let cp2a = p2a.point(radians: angle2a + CGFloat(M_PI_2), withLength: radius2)
            let cp2b = p2b.point(radians: angle2b - CGFloat(M_PI_2), withLength: radius2)
            let cp1b = p1b.point(radians: angle1b + CGFloat(M_PI_2), withLength: radius1)
            let pathJoinedCircles = UIBezierPath()
            pathJoinedCircles.move(to: p1a)
            pathJoinedCircles.addCurve(to: p2a, controlPoint1: cp1a, controlPoint2: cp2a)
            pathJoinedCircles.addLine(to: p2b)
            pathJoinedCircles.addCurve(to: p1b, controlPoint1: cp2b, controlPoint2: cp1b)
            pathJoinedCircles.addLine(to: p1a)
            pathJoinedCircles.close()
            let shapeNode = SKShapeNode(path: pathJoinedCircles.cgPath)
            shapeNode.strokeColor = SKColor.orange
            shapeNode.fillColor = UIColor.clear
            addChild(shapeNode)
            let wait = SKAction.wait(forDuration: vanishingTime)
            self.run(wait,completion: {
                shapeNode.removeFromParent()
            })
        }
        override func update(_ currentTime: TimeInterval) {
            var i = 0
            self.enumerateChildNodes(withName: "ball") {
                node, stop in
                let ball = node as! SKShapeNode
                let enlargeFrame = CGRect(x:ball.frame.origin.x-self.radiusBall*3,y:ball.frame.origin.y,width:ball.frame.width+(self.radiusBall*6),height:ball.frame.height)
                if enlargeFrame.contains(self.dBCircle.frame) {
                    if (ball.action(forKey: "zoom") == nil) {
                        let zoomIn = SKAction.scale(to: 1.5, duration: 0.25)
                        zoomIn.timingMode = SKActionTimingMode.easeInEaseOut
                        let zoomOut = SKAction.scale(to: 1.0, duration: 0.25)
                        let wait = SKAction.wait(forDuration: 0.7)
                        let seq = SKAction.sequence([zoomIn,zoomOut,wait])
                        ball.run(seq,withKey: "zoom")
                    }
                }
                self._metaball(circle2: ball, circle1: self.dBCircle, v: 0.6, handeLenRate: 2.0, maxDistance: 5 * self.radiusBall)
                i += 1
            }
        }
    }
    //MARK: - Extensions
    extension CGPoint {
        func distance(point: CGPoint) -> CGFloat {
            let dx = point.x - self.x
            let dy = point.y - self.y
            return sqrt(dx * dx + dy * dy)
        }
        func angleBetween(point: CGPoint) -> CGFloat {
            return atan2(point.y - self.y, point.x - self.x)
        }
        func point(radians: CGFloat, withLength length: CGFloat) -> CGPoint   {
            return CGPoint(x: self.x + length * cos(radians), y: self.y + length * sin(radians))
        }
        func minus(point: CGPoint) -> CGPoint {
            return CGPoint(x: self.x - point.x, y: self.y - point.y)
        }
        func length() -> CGFloat {
            return sqrt(self.x * self.x + self.y + self.y)
        }
    }