Create a line with two CGPoints SpriteKit Swift

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名媛妹妹
名媛妹妹 2021-02-08 01:47

I am trying to make a simple app where you touch a point, and a sprite follows a line through that point to the edge of the screen, no matter where you touch. I want to draw lin

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  • 2021-02-08 02:01

    This can be done using CGPath and SKShapeNode.

    Lets start with CGPath. CGPath is used when we need to construct a path using series of shapes or lines. Paths are line connecting two points. So to make a line:

    1. moveToPoint: It sets the current point of the path to the specified point.
    2. addLineToPoint: It draws a straight line from the current point to the specified point. or addCurveToPoint: It draws a curved line from the current point to the specified point based on certain tangents and control points.

    You can check the documentation here: http://developer.apple.com/library/mac/#documentation/graphicsimaging/Reference/CGPath/Reference/reference.html

    What you need to do is:

        var path = CGPathCreateMutable()
        CGPathMoveToPoint(path, nil, 100, 100)
        CGPathAddLineToPoint(path, nil, 500, 500)
    

    Now to make the path visible, and give it attributes like stroke color, line width etc. you create a SKShapeNode in SpriteKit and add the path to it.

        let shape = SKShapeNode()
        shape.path = path
        shape.strokeColor = UIColor.whiteColor()
        shape.lineWidth = 2
        addChild(shape)
    

    Hope this helps :).

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  • 2021-02-08 02:02

    For Swift 3, the CGPathMoveToPoint method doesn't like a nil for the second argument anymore, so I needed a new solution. Here's what I came up with:

    let line_path:CGMutablePath = CGMutablePath()
    line_path.move(to: CGPoint(x:x1, y:y1))
    line_path.addLine(to: CGPoint(x:x2, y:y2))
    
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  • 2021-02-08 02:08

    Follow THIS tutorial step by step and you can achieve that.

    Consider the below code:

    override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
        let location = touches.anyObject()!.locationInNode(scene)
        if let pig = movingPig {
            pig.addMovingPoint(location)
        }
    }
    

    This is a simple method. You get the next position of the user’s finger and if you found a pig in touchesBegan(_:,withEvent:), as indicated by a non-nil movingPig value, you add the position to this pig as the next waypoint.

    So far, you can store a path for the pig—now let’s make the pig follow this path. Add the following code to update() inside GameScene.swift:

    dt = currentTime - lastUpdateTime
    lastUpdateTime = currentTime
    
    enumerateChildNodesWithName("pig", usingBlock: {node, stop in
        let pig = node as Pig
        pig.move(self.dt)
    })
    

    And you can see result:

    enter image description here

    Drawing Lines:

    At the moment, only the pig knows the path it wants to travel, but the scene also needs to know this path to draw it. The solution to this problem is a new method for your Pig class.

    func createPathToMove() -> CGPathRef? {
        //1
        if wayPoints.count <= 1 {
            return nil
        }
        //2
        var ref = CGPathCreateMutable()
    
        //3
        for var i = 0; i < wayPoints.count; ++i {
             let p = wayPoints[i]
    
        //4
        if i == 0 {
            CGPathMoveToPoint(ref, nil, p.x, p.y)
        } else {
            CGPathAddLineToPoint(ref, nil, p.x, p.y)
         }
     }
    
     return ref
     }
    

    this method to draw the pig’s path:

    func drawLines() {
    
    
    //1
      enumerateChildNodesWithName("line", usingBlock: {node, stop in
        node.removeFromParent()
      })
    
      //2
      enumerateChildNodesWithName("pig", usingBlock: {node, stop in
        //3
        let pig = node as Pig
        if let path = pig.createPathToMove() {          
          let shapeNode = SKShapeNode()
          shapeNode.path = path
          shapeNode.name = "line"
          shapeNode.strokeColor = UIColor.grayColor()
          shapeNode.lineWidth = 2
          shapeNode.zPosition = 1
    
          self.addChild(shapeNode)
        }
      })
    }
    

    And here is your result:

    enter image description here

    And you can set that path for the pig.

    You can modify that as per your need.

    Hope it will help.

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  • 2021-02-08 02:18

    For the sake of simplicity, I pulled everything necessary to draw a line into an extension of SKShapeNode that allows you to create a line with a start & end point, as well as a strokeColor and strokeWidth (you could always preset these or make default values should you choose too)

    extension SKShapeNode {
        convenience init(start: CGPoint,
                         end: CGPoint,
                         strokeColor: UIColor,
                         lineWidth: CGFloat) {
            self.init()
    
            let path = CGMutablePath()
            path.move(to: start)
            path.addLine(to: end)
    
            self.path = path
            self.strokeColor = strokeColor
            self.lineWidth = lineWidth
        }
    }
    

    The basic idea is that it will create a CGMutablePath with the provided points and assign it to the shape node for drawing a line.

    To call it:

    let horizontalLine = SKShapeNode(start: CGPoint(x: 0, y: 50),
                                     end: CGPoint(x: size.width, y: 50),
                                     strokeColor: .orange,
                                     lineWidth: 2.0)
    addChild(horizontalLine)
    

    And the output:

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