我要达到的效果就像水上的雨滴,波从中心点放射出来。
我创建一个圆形:
let initialRadius = 4.0
let myPath: CGMutablePathRef = CGPathCreateMutable()
CGPathAddArc(myPath, nil, 0, 0, initialRadius, 0, M_PI * 2, true)
let myCircle = SKShapeNode()
myCircle.path = myPath
myCircle.position = CGPoint(x: xPos, y: yPos)
myCircle.lineWidth = 0.5
myCircle.antialiased = false
myCircle.fillColor = SKColor.orangeColor() // background is orange
myCircle.strokeColor = SKColor.whiteColor()
myCircle.physicsBody = SKPhysicsBody(edgeLoopFromPath: myPath)
然后,我让精灵展开并淡出:
let duration: NSTimeInterval = 1.7
let fade = SKAction.fadeOutWithDuration(duration)
let scale = SKAction.scaleTo(9.0, duration: duration)
fade.timingMode = .EaseOut
scale.timingMode = .EaseOut
myCircle.runAction(fade)
myCircle.runAction(scale)
这很近,但是当圆正确地扩大大小时,lineWidth也正在扩大。您能想到一种方法来保持线宽不变吗?
最佳答案
您可以使用customActionWithDuration
来重新绘制半径增大(且线宽恒定)的路径,而不是使用scale
。就像是:
// ... All as before, except...
// myCircle.runAction(scale)
typealias ActionBlock = ((SKNode!, CGFloat) -> Void)
let ab: ActionBlock = { (node, value) in
if let drop = node as? SKShapeNode {
let myPath: CGMutablePathRef = CGPathCreateMutable()
CGPathAddArc(myPath, nil, 0, 0, initialRadius * (1.0 + value * 9.0 / duration) , 0, M_PI * 2, true)
drop.path = myPath
}
}
let newScale = SKAction.customActionWithDuration(duration, actionBlock: ab)
myCircle.runAction(newScale)
关于ios - 具有固定轮廓宽度的膨胀圆,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/24868450/