我想动画一个圆形框的图纸。我已经看到一个人使用CGLinePath
绘制房屋形状的答案。老实说,我认为这很整洁。
我对核心动画以及如何在SKScene
中实现它一无所知。我不知道您会添加什么样的东西。我已经看到了几个不同的解决方案,以便可以使用核心动画去哪里,但这并没有帮助我在场景中绘制我的圆形矩形作为节点。
我已经看到了一个人,一个人使用核心动画来绘制一个圆圈,然后将其加载到 UIView
:圆圈的动画图
我希望这是一个节点,因此我可以在其中应用一些SKAction
。
使用skshapenode与动作。
此详细信息带有Skshapenode的圆形矩形:SKSpriteNode-创建一个圆角节点?
现在只用动作来动画更改。
添加到答案中,因为op清楚地请求中风长度的动画,并指出没有剥离。取而代之的是,您可以通过提供基于Skshader的一些属性v_path_distance
和u_path_length
输出的自定义strokeShader
来为Skshapenode的路径动画。请注意,在u_current_percentage
下方提供的着色器中,我们添加了我们要抚摸的路径中的当前点。因此,场景决定了动画抚摸的节奏。另请注意,strokeShader
作为片段着色器,在每个步骤中输出RGB,它允许您在颜色时控制颜色,如果您愿意,可以使笔触成为渐变的颜色。
着色器作为文件添加到Xcode Project animateStroke.fsh
:
void main()
{
if ( u_path_length == 0.0 ) {
gl_FragColor = vec4( 0.0, 0.0, 1.0, 1.0 ); // draw blue // this is an error
} else if ( v_path_distance / u_path_length <= u_current_percentage ) {
gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 ); // draw red
} else {
gl_FragColor = vec4( 0.0, 0.0, 0.0, 0.0 ); // draw nothing
}
}
和样本SKScene
子类使用它:
import SpriteKit
import GameplayKit
func shaderWithFilename( _ filename: String?, fileExtension: String?, uniforms: [SKUniform] ) -> SKShader {
let path = Bundle.main.path( forResource: filename, ofType: fileExtension )
let source = try! NSString( contentsOfFile: path!, encoding: String.Encoding.utf8.rawValue )
let shader = SKShader( source: source as String, uniforms: uniforms )
return shader
}
class GameScene: SKScene {
let strokeSizeFactor = CGFloat( 2.0 )
var strokeShader: SKShader!
var strokeLengthUniform: SKUniform!
var _strokeLengthFloat: Float = 0.0
var strokeLengthKey: String!
var strokeLengthFloat: Float {
get {
return _strokeLengthFloat
}
set( newStrokeLengthFloat ) {
_strokeLengthFloat = newStrokeLengthFloat
strokeLengthUniform.floatValue = newStrokeLengthFloat
}
}
override func didMove(to view: SKView) {
strokeLengthKey = "u_current_percentage"
strokeLengthUniform = SKUniform( name: strokeLengthKey, float: 0.0 )
let uniforms: [SKUniform] = [strokeLengthUniform]
strokeShader = shaderWithFilename( "animateStroke", fileExtension: "fsh", uniforms: uniforms )
strokeLengthFloat = 0.0
let cameraNode = SKCameraNode()
self.camera = cameraNode
// make your rounded rect
let path = CGMutablePath()
path.addRoundedRect(in: CGRect( x: 0, y: 0, width: 200, height: 150 ), cornerWidth: 35, cornerHeight: 35, transform: CGAffineTransform.identity )
// note that prior to a fix in iOS 10.2, bug #27989113 "SKShader/SKShapeNode: u_path_length is not set unless shouldUseLocalStrokeBuffers() is true" requires that a path be "long" - past a certain number of points - I don't know how many. So if the rounded rect doesn't work for you on iOS 10 - iOS 10.1, try this path instead:
// let path1 = CGMutablePath()
// path1.move( to: CGPoint.zero )
// path1.addLine( to: CGPoint( x: 0, y: strokeHeight ) )
// for i in 0...15 {
// path.addLine( to: CGPoint( x: 0, y: strokeHeight + CGFloat( 0.001 ) * CGFloat( i ) ) )
// }
// path.closeSubpath()
let strokeWidth = 17.0 * strokeSizeFactor
let shapeNode = SKShapeNode( path: path )
shapeNode.lineWidth = strokeWidth
shapeNode.lineCap = .round
shapeNode.addChild( cameraNode )
shapeNode.strokeShader = strokeShader
shapeNode.calculateAccumulatedFrame()
addChild( shapeNode )
// center the camera
cameraNode.position = CGPoint( x: shapeNode.frame.size.width/2.0, y: shapeNode.frame.size.height/2.0 )
}
override func update(_ currentTime: TimeInterval) {
// the increment chosen determines how fast the path is stroked. Note this maps to "u_current_percentage" within animateStroke.fsh
strokeLengthFloat += 0.01
if strokeLengthFloat > 1.0 {
strokeLengthFloat = 0.0
}
}
}