         return min(UIScreen.main.bounds.width, UIScreen.main.bounds.height) / 2.5
     }()
     
-    init(size: CGSize,
+    public init(size: CGSize,
          maxDistance: CGFloat = 0,
          maxPoints: Int = 20,
          nodeColor: UIColor = .white,

        UIGraphicsBeginImageContextWithOptions(rectSize, true, 0)
        color.setFill()
        let rect = CGRect(origin: .zero, size: rectSize)
        let path = UIBezierPath(roundedRect: rect, cornerRadius: size/3)
        path.fill()
        let img = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()

        (0...maxPoints).forEach({ _ in
            let node = getRoundNode(size: CGFloat.random(between: nodeSizeRange.lowerBound, and: nodeSizeRange.upperBound),
                                    color: nodeColor)
            node.position = CGPoint(x: CGFloat.random(between: 0, and: size.width),
                                    y: CGFloat.random(between: 0, and: size.height))
            nodes.append(node)
            self.addChild(node)
            
