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如何在SKSpriteNodes中剪切隨機孔

[英]How to cut random holes in SKSpriteNodes

除了這里提出的問題: 用SpriteKit在矩形中畫一個洞? 由於兩者之間沒有令人滿意的答案,兩者之間最顯着的區別是這個問題需要缺少解決方法,特別是要求扭轉SKCropNodes的功能。

由於孔的隨機性,孔的數量以及孔要應用的物體的變化,上述問題可以解決的hacky方式的類型無法解決這個問題中的主要問題。

因此瑞士奶酪的例子如下:

想象一堆隨機大小的矩形SKSpriteNodes,充滿各種色調的奶酪色。

如何通過從每片奶酪中切出隨機圓圈來制作瑞士奶酪?

如果SKCropNodes是圈子,他們只留下圓形的奶酪片而不是從奶酪塊中切出孔。 有沒有辦法反轉SKCropNodes的行為,所以他們切換孔?

在我的誠實中,我不太確定你想要達到什么目標,但我可以嘗試回答這個問題:

從每片奶酪中切出隨機圓圈?

在這個項目中,我嘗試重新構建一個帶有隨機孔的典型矩形(一塊奶酪),然后我將這些孔提取出來並將它們收集到一個數組中。

import SpriteKit
class GameScene: SKScene {
    struct Cheese
    {
        static let color1 = SKColor(red: 255/255, green: 241/255, blue: 173/255, alpha: 1)
        static let color2 = SKColor(red: 255/255, green: 212/255, blue: 0/255, alpha: 1)
        static let color3 = SKColor(red: 204/255, green: 170/255, blue: 0/255, alpha: 1)
        static let color4 = SKColor(red: 140/255, green: 116/255, blue: 0/255, alpha: 1)
    }
    let cheeseColor = [Cheese.color1,Cheese.color2,Cheese.color3,Cheese.color4]
    override func didMove(to view: SKView) {        
        let totHoles = randomNumber(range:4...8)
        let color = randomNumber(range:0...3)
        let cheeseCropNode = makeCheese(size: CGSize(width:400,height:200),color: cheeseColor[color], totHoles:totHoles)
        cheeseCropNode.position = CGPoint(x:0,y:-50)
        addChild(cheeseCropNode)
        // Start to collect and show holes
        var holes = [SKNode]()
        var counter = 1
        let _ = cheeseCropNode.enumerateChildNodes(withName: "//hole*", using:{ node, stop in
            // node is the hole
            let pos = self.convert(node.position, from: cheeseCropNode)
            let sprite = SKSpriteNode.init(color: .red, size: node.frame.size)
            sprite.position = pos

            //Remove these shapes, it's just to debug
            let shape = SKShapeNode.init(rect: sprite.frame)
            shape.strokeColor = .red
            self.addChild(shape)
            // -- end to remove

            let holeTxt = SKView().texture(from: cheeseCropNode, crop: sprite.frame)
            let hole = SKSpriteNode.init(texture: holeTxt)
            hole.position = CGPoint(x:-(self.frame.maxX)+(100*CGFloat(counter)),y:150)
            hole.name = node.name
            self.addChild(hole)
            holes.append(hole)
            counter += 1
        })
    }

    func randomNumber(range: ClosedRange<Int> = 1...6) -> Int {
        let min = range.lowerBound
        let max = range.upperBound
        return Int(arc4random_uniform(UInt32(1 + max - min))) + min
    }
    func randomCGFloat(min: CGFloat, max: CGFloat) -> CGFloat {
        return (CGFloat(arc4random()) / CGFloat(UINT32_MAX)) * (max - min) + min
    }
    func makeCheese(size:CGSize , color:SKColor, totHoles:Int)->SKCropNode {
        let cropNode = SKCropNode()
        let cheese = SKSpriteNode.init(color: color, size: size)
        for i in 0..<totHoles {
            let radius = randomCGFloat(min:20.0, max:50.0)
            let circle = SKShapeNode(circleOfRadius: radius)
            circle.position = CGPoint(x:randomCGFloat(min:-size.width/2, max:size.width/2),y:randomCGFloat(min:-size.height/2, max:size.height/2))
            circle.fillColor = color
            circle.blendMode = .subtract
            circle.name = "hole\(i)"
            cheese.addChild(circle)
        }
        cropNode.addChild(cheese)
        cropNode.maskNode = cheese
        return cropNode
    }
}

結果

PS不要注意紅色矩形,只是為了向你展示這些洞:

在此輸入圖像描述

如果你想要完全反轉的孔(負像),你可以使用SKCropNodehole.blendMode ,例如:

替換這部分代碼:

// -- end to remove

                let holeTxt = SKView().texture(from: cheeseCropNode, crop: sprite.frame)
                let hole = SKSpriteNode.init(texture: holeTxt)
                hole.position = CGPoint(x:-(self.frame.maxX)+(100*CGFloat(counter)),y:150)
                hole.name = node.name
                self.addChild(hole)
                holes.append(hole)
                counter += 1

這部分:

// -- end to remove

            let holeTxt = SKView().texture(from: cheeseCropNode, crop: sprite.frame)
            let hole = SKSpriteNode.init(texture: holeTxt)
            hole.position = CGPoint(x:-(self.frame.maxX)+(100*CGFloat(counter)),y:150)
            hole.name = node.name

            let negativeCropHole = SKCropNode()
            let shadow = SKShapeNode.init(rect: hole.frame)
            shadow.fillColor = (node as! SKShapeNode).fillColor
            shadow.strokeColor = SKColor.clear
            hole.blendMode = .subtract
            negativeCropHole.addChild(shadow)
            negativeCropHole.maskNode = shadow
            negativeCropHole.addChild(hole)
            negativeCropHole.name = hole.name
            self.addChild(negativeCropHole)
            holes.append(negativeCropHole)
            counter += 1

結果 (另一個例子):

在此輸入圖像描述

希望這些示例和此代碼可以幫助您獲得目標,我已經使用矩形來制作面具,但如果需要,您可以創建CGPath。

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