Ale*_*lex 18 ios sprite-kit swift
使用SpriteKit 2D游戏引擎绘制这样的网格最好的方法是什么?要求:
SKSpriteNode或者SKShapeNode,因为只使用一个图像像这个广场似乎并不非常有效的给我.我计划使用SKSpriteNode(从图像中)作为在此网格中移动不同方块的玩家.
因此,我将在二维数组中保存每个方块的中心点(x,y),然后从玩家的当前位置移动到该位置.如果您对此也有更好的建议,我想听听.
我很欣赏Swift中的解决方案(最好是2.1),但Objective-C也会这样做.计划仅在iPhone设备上使用它.
我的问题接近这一点.任何帮助表示赞赏.
0x1*_*41E 29
我建议你将网格实现为一个纹理,SKSpriteNode因为Sprite Kit将在一次绘制调用中呈现网格.以下是如何执行此操作的示例:
class Grid:SKSpriteNode {
var rows:Int!
var cols:Int!
var blockSize:CGFloat!
convenience init?(blockSize:CGFloat,rows:Int,cols:Int) {
guard let texture = Grid.gridTexture(blockSize: blockSize,rows: rows, cols:cols) else {
return nil
}
self.init(texture: texture, color:SKColor.clear, size: texture.size())
self.blockSize = blockSize
self.rows = rows
self.cols = cols
}
class func gridTexture(blockSize:CGFloat,rows:Int,cols:Int) -> SKTexture? {
// Add 1 to the height and width to ensure the borders are within the sprite
let size = CGSize(width: CGFloat(cols)*blockSize+1.0, height: CGFloat(rows)*blockSize+1.0)
UIGraphicsBeginImageContext(size)
guard let context = UIGraphicsGetCurrentContext() else {
return nil
}
let bezierPath = UIBezierPath()
let offset:CGFloat = 0.5
// Draw vertical lines
for i in 0...cols {
let x = CGFloat(i)*blockSize + offset
bezierPath.move(to: CGPoint(x: x, y: 0))
bezierPath.addLine(to: CGPoint(x: x, y: size.height))
}
// Draw horizontal lines
for i in 0...rows {
let y = CGFloat(i)*blockSize + offset
bezierPath.move(to: CGPoint(x: 0, y: y))
bezierPath.addLine(to: CGPoint(x: size.width, y: y))
}
SKColor.white.setStroke()
bezierPath.lineWidth = 1.0
bezierPath.stroke()
context.addPath(bezierPath.cgPath)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return SKTexture(image: image!)
}
func gridPosition(row:Int, col:Int) -> CGPoint {
let offset = blockSize / 2.0 + 0.5
let x = CGFloat(col) * blockSize - (blockSize * CGFloat(cols)) / 2.0 + offset
let y = CGFloat(rows - row - 1) * blockSize - (blockSize * CGFloat(rows)) / 2.0 + offset
return CGPoint(x:x, y:y)
}
}
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这里是如何创建一个网格并将一个游戏块添加到网格中
class GameScene: SKScene {
override func didMove(to: SKView) {
if let grid = Grid(blockSize: 40.0, rows:5, cols:5) {
grid.position = CGPoint (x:frame.midX, y:frame.midY)
addChild(grid)
let gamePiece = SKSpriteNode(imageNamed: "Spaceship")
gamePiece.setScale(0.0625)
gamePiece.position = grid.gridPosition(row: 1, col: 0)
grid.addChild(gamePiece)
}
}
}
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更新:
要确定触摸了哪个网格方块,请将其添加到 init
self.isUserInteractionEnabled = true
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这对于Grid班级:
override func touchesBegan(_ touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let position = touch.location(in:self)
let node = atPoint(position)
if node != self {
let action = SKAction.rotate(by:CGFloat.pi*2, duration: 1)
node.run(action)
}
else {
let x = size.width / 2 + position.x
let y = size.height / 2 - position.y
let row = Int(floor(x / blockSize))
let col = Int(floor(y / blockSize))
print("\(row) \(col)")
}
}
}
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