Aside from the fact that the question asked here : Draw a hole in a rectangle with SpriteKit? has not satisfactorily been answered in its own right, the most significant dif
In my total honesty, I'm not really sure to understand deeply what do you want to achieve, but I can try to answer to this question:
..cutting random circles out of each slice of cheese?
In this project I've try to re-build a typical rectangle (the piece of cheese) with random holes, then I've extract these holes and collect them to an array.
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 = 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..
Result:
P.S. Don't pay attention to red rectangles, it's just to show you the holes:
If you want the exactly reversed hole, (the negative image), you could use SKCropNode
with the hole.blendMode
, for example:
Substitute this part of the code:
// -- 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
with this part:
// -- 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
Result (another example):
Hope these example and this code help you to obtain your objectives, I've used rectangles to make masks but your could create CGPaths if you need.