[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:
如果你想要完全反轉的孔(負像),你可以使用SKCropNode
的hole.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):
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。
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.