问题描述
我一直在尝试使用SKCropNode将遮罩应用于SKShapeNode,到目前为止没有成功.认为这是SpriteKit错误-这是代码段:
I've been trying to apply a mask to a SKShapeNode using SKCropNode, and so far without success. Thinking that it's a SpriteKit bug - Here is the code snippet:
SKNode* contentNode = [SKNode node];
// picture - use an image bigger than 50x50
SKSpriteNode *pictureNode = [SKSpriteNode spriteNodeWithImageNamed:@"tree"];
// triangle
SKShapeNode* triangleNode = [SKShapeNode node];
UIBezierPath* triangleNodeBezierPath = [[UIBezierPath alloc] init];
[triangleNodeBezierPath moveToPoint:CGPointMake(0.0, 0.0)];
[triangleNodeBezierPath addLineToPoint:CGPointMake(0.0, 100.0)];
[triangleNodeBezierPath addLineToPoint:CGPointMake(50.0, 100.0)];
[triangleNodeBezierPath closePath];
triangleNode.path = triangleNodeBezierPath.CGPath;
triangleNode.fillColor = [UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1];
// create a mask
SKSpriteNode *mask = [SKSpriteNode spriteNodeWithColor:[SKColor blackColor] size: CGSizeMake(50, 50)]; //50 by 50 is the size of the mask
// create a SKCropNode
SKCropNode *cropNode = [SKCropNode node];
[cropNode addChild: contentNode];
[cropNode setMaskNode: mask];
[self addChild: cropNode];
[contentNode addChild:pictureNode]; // pictureNode is being cropped
[contentNode addChild:triangleNode]; // triangleNode is not
cropNode.position = CGPointMake( CGRectGetMidX (self.frame), CGRectGetMidY (self.frame));
有人对此问题有解决方法吗?非常感谢!
Does anyone have a workaround about this issue? Thanks a lot!
推荐答案
在一天的大部分时间里,这一直困扰着我.我曾计划创建一个类似于Tony出色的 TCProgressTimer的计时器Chamblee .但是,由于我的应用程序使用多个进度计时器,因此我不需要设计数十种不同大小的Sprite以在不同的分辨率下使用.
This had been bugging me for most of the day. I had planned to create a timer similar to the excellent TCProgressTimer by Tony Chamblee. However, as my application uses multiple progress timers I didn't want to have to design dozens of different sized sprites for use at different resolutions.
我的解决方案是将SKShapeNode
对象转换为SKSpriteNode
对象.我最终不得不回到基础知识,并使用Core Graphics来完成繁重的工作.我敢肯定,这是一种相当混乱的处理方式,但是我想要快速的结果来动态创建类似于使用SKShapeNode
时获得的结果的对象.
My solution was to convert SKShapeNode
objects to SKSpriteNode
objects. I ended up having to go back to basics and use Core Graphics to do the heavy lifting. This is a rather messy way of doing things, I'm sure, but I wanted quick results to dynamically create objects that would resemble the results obtained when using SKShapeNode
.
我目前只对制作圆形对象感兴趣,所以我这样做是这样的:
I am only interested in making circle objects at present, so I did it like this:
-(SKSpriteNode *)createSpriteMatchingSKShapeNodeWithRadius:(float)radius color:(SKColor *)color {
CALayer *drawingLayer = [CALayer layer];
CALayer *circleLayer = [CALayer layer];
circleLayer.frame = CGRectMake(0,0,radius*2.0f,radius*2.0f);
circleLayer.backgroundColor = color.CGColor;
circleLayer.cornerRadius = circleLayer.frame.size.width/2.0;
circleLayer.masksToBounds = YES;
[drawingLayer addSublayer:circleLayer];
UIGraphicsBeginImageContextWithOptions(CGSizeMake(circleLayer.frame.size.width, circleLayer.frame.size.height), NO, [UIScreen mainScreen].scale);
CGContextSetAllowsAntialiasing(UIGraphicsGetCurrentContext(), TRUE);
CGContextSetFillColorWithColor(UIGraphicsGetCurrentContext(), [UIColor clearColor].CGColor);
CGContextFillRect(UIGraphicsGetCurrentContext(), CGRectMake(0,0,circleLayer.frame.size.width,circleLayer.frame.size.height));
[drawingLayer renderInContext: UIGraphicsGetCurrentContext()];
UIImage *layerImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImage:layerImage]];
return sprite;
}
生成的精灵现在可以按预期被SKCropNode
遮罩了.由于这些精灵都是在场景开始之前生成的,因此我不会注意到性能受到影响.但是,我想如果您要动态生成多个节点,则此方法效率极低.
The resulting sprite can now be masked by an SKCropNode
as expected. As these sprites are all generated before the scene begins, I do not notice a performance hit. However, I would imagine this method is highly inefficient if you are generating multiple nodes on the fly.
我很想听听其他用户的解决方案.希望有帮助.
I would be eager to hear solutions from other users. Hope that helps.
-DC
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