How to get pixel color from SKSpriteNode or from SKTexture?

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南笙 2020-12-04 00:16

I want to get precise selection of my object on game map. Object is a sprite with which has some transparent pixels around and I want to test touch location for these transp

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  • 2020-12-04 00:44

    You can subclass SKSpriteNode, add a reference to the image and check the alpha of that image, when detecting touches.

    1) Add an instance variable to hold your image

    @implementation DraggableSprite {
        UIImage *_holdingImage;
    }
    

    2) Then in init method you can save the reference to that image

    -(id)initWithImageNamed:(NSString *)name {
        if (self=[super initWithImageNamed:name]) {
    
            self.userInteractionEnabled = YES;//enable touches handling
            self.anchorPoint = P(0,0);
            _holdingImage = [UIImage imageNamed:name];
        }
        return self;
    }
    

    3) Detect the touches

    -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
        UITouch *touch = [touches anyObject];
        CGPoint positionInScene = [touch locationInNode:self];
    
        CGFloat a = [UIImage getAlphaFromImage:_holdingImage atX:positionInScene.x andY:self.size.height-positionInScene.y];
        NSLog(@"alpha is %f",a);
    }
    

    4) The alpha checking function

    +(CGFloat)getAlphaFromImage:(UIImage*)image atX:(NSInteger)xx andY:(NSInteger)yy {
        // Cancel if point is outside image coordinates
        if (!CGRectContainsPoint(CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), CGPointMake(xx,yy))) {
            return 0;
        }
    
        // Create a 1x1 pixel byte array and bitmap context to draw the pixel into.
        // Reference: http://stackoverflow.com/questions/1042830/retrieving-a-pixel-alpha-value-for-a-uiimage
        NSInteger pointX = xx;
        NSInteger pointY = yy;
        CGImageRef cgImage = image.CGImage;
        NSUInteger width = image.size.width;
        NSUInteger height = image.size.height;
        CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
        int bytesPerPixel = 4;
        int bytesPerRow = bytesPerPixel * 1;
        NSUInteger bitsPerComponent = 8;
        unsigned char pixelData[4] = { 0, 0, 0, 0 };
        CGContextRef context = CGBitmapContextCreate(pixelData,
                                                     1,
                                                     1,
                                                     bitsPerComponent,
                                                     bytesPerRow,
                                                     colorSpace,
                                                     kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
        CGColorSpaceRelease(colorSpace);
        CGContextSetBlendMode(context, kCGBlendModeCopy);
    
        // Draw the pixel we are interested in onto the bitmap context
        CGContextTranslateCTM(context, -pointX, pointY-(CGFloat)height);
        CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, (CGFloat)width, (CGFloat)height), cgImage);
        CGContextRelease(context);
    
        CGFloat alpha = (CGFloat)pixelData[3] / 255.0f;
        return alpha;
    }
    
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  • 2020-12-04 00:55

    Here is how to get the color of one pixel directly from the SKTexture:

    class SpriteKitUtility
    {
        class func pixelFromTexture(texture: SKTexture, position: CGPoint) -> SKColor {
            let view = SKView(frame: CGRectMake(0, 0, 1, 1))
            let scene = SKScene(size: CGSize(width: 1, height: 1))
            let sprite  = SKSpriteNode(texture: texture)
            sprite.anchorPoint = CGPointZero
            sprite.position = CGPoint(x: -floor(position.x), y: -floor(position.y))
            scene.anchorPoint = CGPointZero
            scene.addChild(sprite)
            view.presentScene(scene)
            var pixel: [Byte] = [0, 0, 0, 0]
            let bitmapInfo = CGBitmapInfo(CGImageAlphaInfo.PremultipliedLast.rawValue)
            let context = CGBitmapContextCreate(&pixel, 1, 1, 8, 4, CGColorSpaceCreateDeviceRGB(), bitmapInfo);
            UIGraphicsPushContext(context);
            view.drawViewHierarchyInRect(view.bounds, afterScreenUpdates: true)
            UIGraphicsPopContext()
            return SKColor(red: CGFloat(pixel[0]) / 255.0, green: CGFloat(pixel[1]) / 255.0, blue: CGFloat(pixel[2]) / 255.0, alpha: CGFloat(pixel[3]) / 255.0)
        }
    }
    
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  • 2020-12-04 01:04

    In Sprite Kit you don't have access to texture data.

    Instead you'd have to create a bit mask from the image, for example by loading the image as UIImage or CGImage and scanning for all non-transparent pixels.

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