Zan*_*ton 21 objective-c sprite-kit
如何在SpriteKit的SKScene中为所有节点添加高斯模糊(没有固定数量的节点)?稍后将在场景顶部添加标签,这将是我的暂停菜单.几乎任何事都有帮助!
这样的事情就是我想要的:

jem*_*ons 31
你要找的是一个SKEffectNode.它将CoreImage过滤器应用于自身(以及所有子节点).只需将它作为场景的根视图,给它一个CoreImage的模糊滤镜,就可以了.
例如,我设置了一个SKScene带有SKEffectNode它的第一个子节点和一个属性,root它拥有一个弱引用:
-(void)createLayers{
SKEffectNode *node = [SKEffectNode node];
[node setShouldEnableEffects:NO];
CIFilter *blur = [CIFilter filterWithName:@"CIGaussianBlur" keysAndValues:@"inputRadius", @1.0f, nil];
[node setFilter:blur];
[self setRoot:node];
}
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这是我用来(动画!)场景模糊的方法:
-(void)blurWithCompletion:(void (^)())handler{
CGFloat duration = 0.5f;
[[self root] setShouldRasterize:YES];
[[self root] setShouldEnableEffects:YES];
[[self root] runAction:[SKAction customActionWithDuration:duration actionBlock:^(SKNode *node, CGFloat elapsedTime){
NSNumber *radius = [NSNumber numberWithFloat:(elapsedTime/duration) * 10.0];
[[(SKEffectNode *)node filter] setValue:radius forKey:@"inputRadius"];
}] completion:handler];
}
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请注意,像你一样,我将它用作暂停屏幕,所以我光栅化了场景.如果你希望你的场景在模糊的同时进行动画制作,你应该这样setShouldResterize:做NO.
如果你对动画转换到模糊不感兴趣,你可以随时将过滤器设置为初始半径10.0f左右,并setShouldEnableEffects:YES在想要打开它时做一个简单的操作.
另请参见:SKEffectNode类引用
更新:
见下面Markus的评论.他指出SKScene,事实上,它是一个子类SKEffectNode,因此你真的应该能够在场景中调用所有这些,而不是在节点树中任意插入效果节点.
Chu*_*ney 12
使用@Bendegúz的答案和代码从http://www.bytearray.org/?p=5360添加到此
我能够在我目前正在IOS 8 Swift中完成的游戏项目中使用它.返回SKSpriteNode而不是UIImage,做得有点不同.另请注意我的unwrapped currentScene.view!call是一个弱的GameScene引用,但应该根据你调用这些方法的位置使用self.view.frame.我的暂停屏幕在一个单独的HUD类中调用,因此为什么会这样.
我想这可以做得更优雅,也许更像是@ jemmons的回答.只是想在可能用SwriteKit项目编写的全部或部分Swift代码中帮助其他人.
func getBluredScreenshot() -> SKSpriteNode{
create the graphics context
UIGraphicsBeginImageContextWithOptions(CGSize(width: currentScene.view!.frame.size.width, height: currentScene.view!.frame.size.height), true, 1)
currentScene.view!.drawViewHierarchyInRect(currentScene.view!.frame, afterScreenUpdates: true)
// retrieve graphics context
let context = UIGraphicsGetCurrentContext()
// query image from it
let image = UIGraphicsGetImageFromCurrentImageContext()
// create Core Image context
let ciContext = CIContext(options: nil)
// create a CIImage, think of a CIImage as image data for processing, nothing is displayed or can be displayed at this point
let coreImage = CIImage(image: image)
// pick the filter we want
let filter = CIFilter(name: "CIGaussianBlur")
// pass our image as input
filter.setValue(coreImage, forKey: kCIInputImageKey)
//edit the amount of blur
filter.setValue(3, forKey: kCIInputRadiusKey)
//retrieve the processed image
let filteredImageData = filter.valueForKey(kCIOutputImageKey) as CIImage
// return a Quartz image from the Core Image context
let filteredImageRef = ciContext.createCGImage(filteredImageData, fromRect: filteredImageData.extent())
// final UIImage
let filteredImage = UIImage(CGImage: filteredImageRef)
// create a texture, pass the UIImage
let texture = SKTexture(image: filteredImage!)
// wrap it inside a sprite node
let sprite = SKSpriteNode(texture:texture)
// make image the position in the center
sprite.position = CGPointMake(CGRectGetMidX(currentScene.frame), CGRectGetMidY(currentScene.frame))
var scale:CGFloat = UIScreen.mainScreen().scale
sprite.size.width *= scale
sprite.size.height *= scale
return sprite
}
func loadPauseBGScreen(){
let duration = 1.0
let pauseBG:SKSpriteNode = self.getBluredScreenshot()
//pauseBG.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
pauseBG.alpha = 0
pauseBG.zPosition = self.zPosition + 1
pauseBG.runAction(SKAction.fadeAlphaTo(1, duration: duration))
self.addChild(pauseBG)
}
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Ben*_*gúz 10
这是我暂停屏幕的解决方案.它会截取屏幕截图,模糊它,然后用动画显示它.我想你应该这样做,如果你不想浪费很多fps.
-(void)pause {
SKSpriteNode *pauseBG = [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImage:[self getBluredScreenshot]]];
pauseBG.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
pauseBG.alpha = 0;
pauseBG.zPosition = 2;
[pauseBG runAction:[SKAction fadeAlphaTo:1 duration:duration / 2]];
[self addChild:pauseBG];
}
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这是辅助方法:
- (UIImage *)getBluredScreenshot {
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, 1);
[self.view drawViewHierarchyInRect:self.view.frame afterScreenUpdates:YES];
UIImage *ss = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CIFilter *gaussianBlurFilter = [CIFilter filterWithName:@"CIGaussianBlur"];
[gaussianBlurFilter setDefaults];
[gaussianBlurFilter setValue:[CIImage imageWithCGImage:[ss CGImage]] forKey:kCIInputImageKey];
[gaussianBlurFilter setValue:@10 forKey:kCIInputRadiusKey];
CIImage *outputImage = [gaussianBlurFilter outputImage];
CIContext *context = [CIContext contextWithOptions:nil];
CGRect rect = [outputImage extent];
rect.origin.x += (rect.size.width - ss.size.width ) / 2;
rect.origin.y += (rect.size.height - ss.size.height) / 2;
rect.size = ss.size;
CGImageRef cgimg = [context createCGImage:outputImage fromRect:rect];
UIImage *image = [UIImage imageWithCGImage:cgimg];
CGImageRelease(cgimg);
return image;
}
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