SpriteKit的SKPhysicsBody带有多边形辅助工具

时间:2013-09-26 23:06:38

标签: sprite game-physics cgpath sprite-kit

我想知道是否有一个工具可以用来在SpriteKit中轻松生成复杂的物理实体。我想有一个基于体积的物理实体与多边形类型的形状。 SpriteKit允许使用该方法创建此类主体:

+ (SKPhysicsBody *)bodyWithPolygonFromPath:(CGPathRef)path

不幸的是,手动生成这样的路径是耗时的任务,并且在测试时可能会有问题。 SpriteHelper应用程序允许您在易于使用的可视化编辑器中定义体形,但此应用程序无法导出可在此处使用的路径。它是为cocos2d制作的,它做了很多像纹理包装等我不需要的东西,我也不能用SpriteKit。有没有人知道一个解决方案,可以很容易地定义CGPath,甚至可以通过alpha通道从png图像自动生成它们?虽然根据我的经验自动生成功能需要优化,因为当纹理可能有更复杂的形状时,身体形状应该尽可能简单。

8 个答案:

答案 0 :(得分:67)

我正在寻找完全相同的东西,因为事实证明我已经为此目的做了一个小型的网络应用程序。

SKPhysicsBody Path Generator

作为示例中的操作: enter image description here

更新2015-02-13:脚本

<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <title>SpriteKit Tools - SKPhysicsBody Path Generator</title>
        <link rel="stylesheet" href="//netdna.bootstrapcdn.com/bootstrap/3.0.0/css/bootstrap.min.css">

        <style>
            /* disable responsive */
            .container {
                max-width: none;
                width: 970px;
            }
            #sprite {
                background-color: #eee;
                position: absolute;
            }
            #path {
                cursor: crosshair;
                opacity: 0.5;
            }
        </style>

    </head>
    <body>
        <div class="container">
            <h1>SKPhysicsBody Path Generator</h1>
            <p class="lead">Want to use [SKPhysicsBody bodyWithPolygonFromPath:path] easier way like me? Here with a small helper for easier path drawing, hope it help others too.</p>
            <div class="row">
                <div class="col-md-6">
                    <h5>Basic Instruction</h5>
                    <ol>
                        <li><small>Drag and drop the sprite image into drop zone.</small></li>
                        <li><small>Start drawing path by clicking on coordinates.</small></li>
                    </ol>
                </div>
                <div class="col-md-6">
                    <h5>Some Rules / Known Issue</h5>
                    <ul>
                        <li><small>Path need to be as a convex polygonal path with counterclockwise winding and no self intersections. The points are specified relative to the owning node’s origin. <a href="https://developer.apple.com/documentation/spritekit/skphysicsbody/1520379-bodywithpolygonfrompath" target="_blank">(documentation link)</a></small></li>
                        <li><small>Please use Chrome for best compatibility as I have not tested on other browsers.</small></li>
                    </ul>
                </div>
            </div>


            <hr>

            <div class="btn-group">
                <button class="btn btn-primary" type="button" onclick="resetShape()">Reset Shape</button>
                <button class="btn btn-primary" type="button" onclick="location.reload()">Reset All</button>
            </div>
            <input type="checkbox" onclick="toggleRetinaMode()" id="retinaCheckbox" checked> Retina? (please check before declaring path)
            <br><br>

            <canvas id="sprite" width="940" height="100"></canvas>
            <canvas id="path" width="0" height="100"></canvas>

            <p class="text-muted"><small>X:<span id="tooltipX">0</span> Y:<span id="tooltipY">0</span></small></p>
            <br>

            <h5>Output</h5>
<pre>
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithImageNamed:@"<span id="codeImgName">img</span>"];

CGFloat offsetX = sprite.frame.size.width * sprite.anchorPoint.x;
CGFloat offsetY = sprite.frame.size.height * sprite.anchorPoint.y;

CGMutablePathRef path = CGPathCreateMutable();

<span id="codeCGPath"></span>
CGPathCloseSubpath(path);

sprite.physicsBody = [SKPhysicsBody bodyWithPolygonFromPath:path];
</pre>

        </div>

        <script>
// reference from http://davidwalsh.name/resize-image-canvas

var spriteCanvas = document.getElementById('sprite');
var spriteContext = spriteCanvas.getContext('2d');
spriteContext.fillText('Drop Sprite Image Here', 400, 50);

var pathCanvas = document.getElementById('path');
var pathContext = pathCanvas.getContext('2d');

function render(src){
    var image = new Image();
    image.onload = function(){
        spriteContext.clearRect(0, 0, spriteCanvas.width, spriteCanvas.height);
        spriteCanvas.width = image.width;
        spriteCanvas.height = image.height;
        spriteContext.drawImage(image, 0, 0, image.width, image.height);

        pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);
        pathCanvas.width = image.width;
        pathCanvas.height = image.height;
    };
    image.src = src;
}

function loadImage(src){

    if(!src.type.match(/image.*/)){
        console.log('Dropped file is not image format');
        return;
    }

    var reader = new FileReader();
    reader.onload = function(e){
        render(e.target.result);
    };
    reader.readAsDataURL(src);

    var fileName = src.name;
    var codeImgName = document.getElementById('codeImgName');
    codeImgName.innerHTML = fileName;
}

spriteCanvas.addEventListener('dragover', function(e){
    e.preventDefault();
}, true);

spriteCanvas.addEventListener('drop', function(e){
    e.preventDefault();
    loadImage(e.dataTransfer.files[0]);
}, true);


var retinaMode = true;
function toggleRetinaMode(){
    var status = document.getElementById('retinaCheckbox');

    retinaMode = status.checked ? true : false;
}



var actualX = 0;
var actualY = 0;
var displayX = document.getElementById('tooltipX');
var displayY = document.getElementById('tooltipY');

pathCanvas.onmousemove = function(e){
    actualX = e.pageX - this.offsetLeft;
    actualY = e.pageY - this.offsetTop;
    displayX.innerHTML = retinaMode ? Math.floor(actualX / 2) : actualX;
    displayY.innerHTML = retinaMode ? Math.floor((spriteCanvas.height - actualY - 1) / 2) : spriteCanvas.height - actualY - 1;
}

var pathArray = new Array();
pathCanvas.onclick = function(e){
    var coor = {
        actualX: actualX,
        actualY: actualY,
        displayX: displayX.innerHTML,
        displayY: displayY.innerHTML,
    };
    pathArray.push(coor);
    refreshShape(pathArray);
}

var codeCGPath = document.getElementById('codeCGPath');
function refreshShape(pathArray){

    pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);

    pathContext.beginPath();

    for(var i in pathArray){
        if(i == 0) {
            pathContext.moveTo(pathArray[i].actualX, pathArray[i].actualY);
            codeCGPath.innerHTML = 'CGPathMoveToPoint(path, NULL, '+pathArray[i].displayX+' - offsetX, '+pathArray[i].displayY+' - offsetY);<br>';
            continue;
        }
        pathContext.lineTo(pathArray[i].actualX, pathArray[i].actualY);
        codeCGPath.innerHTML += 'CGPathAddLineToPoint(path, NULL, '+pathArray[i].displayX+' - offsetX, '+pathArray[i].displayY+' - offsetY);<br>';
    }

    pathContext.closePath();
    pathContext.lineWidth = 1;
    pathContext.strokeStyle = 'blue';
    pathContext.stroke();
    pathContext.fillStyle = 'blue';
    pathContext.fill();
}

function resetShape(){
    pathArray = new Array();
    codeCGPath.innerHTML = null;
    pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);
}
        </script>
    </body>
</html>

答案 1 :(得分:9)

我创建了一个编辑器和加载器类来创建复杂的SKPhysicsBodies并将它们导入到您的代码中。它允许您跟踪您的精灵,添加多个实体并在一个非常漂亮的界面中导出所有。查看SKImport hereeditor

Screencast

答案 2 :(得分:6)

我知道这有点晚了,但我为此目的创建了一个很酷的工具,它会自动在精灵图像周围创建一条路径(所以你不必自己手动点击这些点),然后您可以调整各种设置以更好地满足您的要求。该工具还输出Objective C和Swift程序代码,用于添加精灵物理主体的路径。希望它对某些人有所帮助。感谢:

http://www.radicalphase.com/pathgen/

答案 3 :(得分:4)

以下是适用于Swift的原始剧本(来自DazChong)

SKPhysicsBody Path Generator Swift Version

&#13;
&#13;
<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>SpriteKit Tools - SKPhysicsBody Path Generator (Swift version </title>
    <link rel="stylesheet" href="//netdna.bootstrapcdn.com/bootstrap/3.0.0/css/bootstrap.min.css">

    <style>
        /* disable responsive */
        .container {
            max-width: none;
            width: 970px;
        }

            #sprite {
                background-color: #eee;
                position: absolute;
            }
            #path {
                cursor: crosshair;
                opacity: 0.5;
            }
        </style>

    </head>
    <body>
        <div class="container">
            <h1>SKPhysicsBody Path Generator</h1>
            <p class="lead">Want to use SKPhysicsBody(polygonFromPath: path) easier way like me? Here with a small helper for easier path drawing, hope it help others too.</p>
            <div class="row">
                <div class="col-md-6">
                    <h5>Basic Instruction</h5>
                    <ol>
                        <li><small>Drag and drop the sprite image into drop zone.</small></li>
                        <li><small>Start drawing path by clicking on coordinates.</small></li>
                    </ol>
                </div>
                <div class="col-md-6">
                    <h5>Some Rules / Known Issue</h5>
                    <ul>
                        <li><small>Path need to be as a convex polygonal path with counterclockwise winding and no self intersections. The points are specified relative to the owning node’s origin. <a href="https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SKPhysicsBody_Ref/Reference/Reference.html#//apple_ref/occ/clm/SKPhysicsBody/bodyWithPolygonFromPath:" target="_blank">(documentation link)</a></small></li>
                        <li><small>Please use Chrome for best compatibility as I have not tested on other browsers.</small></li>
                    </ul>
                </div>
            </div>


            <hr>

            <div class="btn-group">
                <button class="btn btn-primary" type="button" onclick="resetShape()">Reset Shape</button>
                <button class="btn btn-primary" type="button" onclick="location.reload()">Reset All</button>
            </div>
            <input type="checkbox" onclick="toggleRetinaMode()" id="retinaCheckbox" checked> Retina? (please check before declaring path)
            <br><br>

            <canvas id="sprite" width="940" height="100"></canvas>
            <canvas id="path" width="0" height="100"></canvas>

            <p class="text-muted"><small>X:<span id="tooltipX">0</span> Y:<span id="tooltipY">0</span></small></p>
            <br>

            <h5>Output</h5>
<pre>
let sprite = SKSpriteNode(imageNamed: "codeImgName")

let offsetX = sprite.size.width * sprite.anchorPoint.x
let offsetY = sprite.size.height * sprite.anchorPoint.y

let path = CGPathCreateMutable()

<span id="codeCGPath"></span>
CGPathCloseSubpath(path)

sprite.physicsBody = SKPhysicsBody(polygonFromPath: path)
</pre>

        </div>

        <script>
// reference from http://davidwalsh.name/resize-image-canvas

var spriteCanvas = document.getElementById('sprite');
var spriteContext = spriteCanvas.getContext('2d');
spriteContext.fillText('Drop Sprite Image Here', 400, 50);

var pathCanvas = document.getElementById('path');
var pathContext = pathCanvas.getContext('2d');

function render(src){
    var image = new Image();
    image.onload = function(){
        spriteContext.clearRect(0, 0, spriteCanvas.width, spriteCanvas.height);
        spriteCanvas.width = image.width;
        spriteCanvas.height = image.height;
        spriteContext.drawImage(image, 0, 0, image.width, image.height);

        pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);
        pathCanvas.width = image.width;
        pathCanvas.height = image.height;
    };
    image.src = src;
}

function loadImage(src){

    if(!src.type.match(/image.*/)){
        console.log('Dropped file is not image format');
        return;
    }

    var reader = new FileReader();
    reader.onload = function(e){
        render(e.target.result);
    };
    reader.readAsDataURL(src);

    var fileName = src.name;
    var codeImgName = document.getElementById('codeImgName');
    codeImgName.innerHTML = fileName;
}

spriteCanvas.addEventListener('dragover', function(e){
    e.preventDefault();
}, true);

spriteCanvas.addEventListener('drop', function(e){
    e.preventDefault();
    loadImage(e.dataTransfer.files[0]);
}, true);


var retinaMode = true;
function toggleRetinaMode(){
    var status = document.getElementById('retinaCheckbox');

    retinaMode = status.checked ? true : false;
}



var actualX = 0;
var actualY = 0;
var displayX = document.getElementById('tooltipX');
var displayY = document.getElementById('tooltipY');

pathCanvas.onmousemove = function(e){
    actualX = e.pageX - this.offsetLeft;
    actualY = e.pageY - this.offsetTop;
    displayX.innerHTML = retinaMode ? Math.floor(actualX / 2) : actualX;
    displayY.innerHTML = retinaMode ? Math.floor((spriteCanvas.height - actualY - 1) / 2) : spriteCanvas.height - actualY - 1;
}

var pathArray = new Array();
pathCanvas.onclick = function(e){
    var coor = {
        actualX: actualX,
        actualY: actualY,
        displayX: displayX.innerHTML,
        displayY: displayY.innerHTML,
    };
    pathArray.push(coor);
    refreshShape(pathArray);
}

var codeCGPath = document.getElementById('codeCGPath');
function refreshShape(pathArray){

    pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);

    pathContext.beginPath();

    for(var i in pathArray){
        if(i == 0) {
            pathContext.moveTo(pathArray[i].actualX, pathArray[i].actualY);
            codeCGPath.innerHTML = 'CGPathMoveToPoint(path, nil, '+pathArray[i].displayX+' - offsetX, '+pathArray[i].displayY+' - offsetY)<br>';
            continue;
        }
        pathContext.lineTo(pathArray[i].actualX, pathArray[i].actualY);
        codeCGPath.innerHTML += 'CGPathAddLineToPoint(path, nil, '+pathArray[i].displayX+' - offsetX, '+pathArray[i].displayY+' - offsetY)<br>';
    }

    pathContext.closePath();
    pathContext.lineWidth = 1;
    pathContext.strokeStyle = 'blue';
    pathContext.stroke();
    pathContext.fillStyle = 'blue';
    pathContext.fill();
}

function resetShape(){
    pathArray = new Array();
    codeCGPath.innerHTML = null;
    pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);
}
        </script>
    </body>
</html>
&#13;
&#13;
&#13;

答案 4 :(得分:2)

Skphysicsbody Path生成器工具似乎缺失了。 我写了一个应用程序虽然在mac上做了同样的事情:https://itunes.apple.com/us/app/physicsbodymaker/id951249779?ls=1&mt=12

答案 5 :(得分:1)

很棒的小型网络应用程序,由Daz Chong。并且不能等待物理编辑器的更新!!

one也在开发中

您可以在alpha阶段here

下载它

enter image description here

答案 6 :(得分:1)

这是对Xelt在Swift 3中的回答的改编。

<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>SpriteKit Tools - SKPhysicsBody Path Generator (Swift version </title>
    <link rel="stylesheet" href="//netdna.bootstrapcdn.com/bootstrap/3.0.0/css/bootstrap.min.css">

    <style>
        /* disable responsive */
        .container {
            max-width: none;
            width: 970px;
        }

            #sprite {
                background-color: #eee;
                position: absolute;
            }
            #path {
                cursor: crosshair;
                opacity: 0.5;
            }
        </style>

    </head>
    <body>
        <div class="container">
            <h1>SKPhysicsBody Path Generator</h1>
            <p class="lead">Want to use SKPhysicsBody(polygonFromPath: path) easier way like me? Here with a small helper for easier path drawing, hope it help others too.</p>
            <div class="row">
                <div class="col-md-6">
                    <h5>Basic Instruction</h5>
                    <ol>
                        <li><small>Drag and drop the sprite image into drop zone.</small></li>
                        <li><small>Start drawing path by clicking on coordinates.</small></li>
                    </ol>
                </div>
                <div class="col-md-6">
                    <h5>Some Rules / Known Issue</h5>
                    <ul>
                        <li><small>Path need to be as a convex polygonal path with counterclockwise winding and no self intersections. The points are specified relative to the owning node’s origin. <a href="https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SKPhysicsBody_Ref/Reference/Reference.html#//apple_ref/occ/clm/SKPhysicsBody/bodyWithPolygonFromPath:" target="_blank">(documentation link)</a></small></li>
                        <li><small>Please use Chrome for best compatibility as I have not tested on other browsers.</small></li>
                    </ul>
                </div>
            </div>


            <hr>

            <div class="btn-group">
                <button class="btn btn-primary" type="button" onclick="resetShape()">Reset Shape</button>
                <button class="btn btn-primary" type="button" onclick="location.reload()">Reset All</button>
            </div>
            <input type="checkbox" onclick="toggleRetinaMode()" id="retinaCheckbox" checked> Retina? (please check before declaring path)
            <br><br>

            <canvas id="sprite" width="940" height="100"></canvas>
            <canvas id="path" width="0" height="100"></canvas>

            <p class="text-muted"><small>X:<span id="tooltipX">0</span> Y:<span id="tooltipY">0</span></small></p>
            <br>

            <h5>Output</h5>
<pre>
let sprite = SKSpriteNode(imageNamed: "codeImgName")

let offsetX = sprite.size.width * sprite.anchorPoint.x
let offsetY = sprite.size.height * sprite.anchorPoint.y

let path = CGMutablePath()

<span id="codeCGPath"></span>
path.closeSubpath()

sprite.physicsBody = SKPhysicsBody(polygonFromPath: path)
</pre>

        </div>

        <script>
// reference from http://davidwalsh.name/resize-image-canvas

var spriteCanvas = document.getElementById('sprite');
var spriteContext = spriteCanvas.getContext('2d');
spriteContext.fillText('Drop Sprite Image Here', 400, 50);

var pathCanvas = document.getElementById('path');
var pathContext = pathCanvas.getContext('2d');

function render(src){
    var image = new Image();
    image.onload = function(){
        spriteContext.clearRect(0, 0, spriteCanvas.width, spriteCanvas.height);
        spriteCanvas.width = image.width;
        spriteCanvas.height = image.height;
        spriteContext.drawImage(image, 0, 0, image.width, image.height);

        pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);
        pathCanvas.width = image.width;
        pathCanvas.height = image.height;
    };
    image.src = src;
}

function loadImage(src){

    if(!src.type.match(/image.*/)){
        console.log('Dropped file is not image format');
        return;
    }

    var reader = new FileReader();
    reader.onload = function(e){
        render(e.target.result);
    };
    reader.readAsDataURL(src);

    var fileName = src.name;
    var codeImgName = document.getElementById('codeImgName');
    codeImgName.innerHTML = fileName;
}

spriteCanvas.addEventListener('dragover', function(e){
    e.preventDefault();
}, true);

spriteCanvas.addEventListener('drop', function(e){
    e.preventDefault();
    loadImage(e.dataTransfer.files[0]);
}, true);


var retinaMode = true;
function toggleRetinaMode(){
    var status = document.getElementById('retinaCheckbox');

    retinaMode = status.checked ? true : false;
}



var actualX = 0;
var actualY = 0;
var displayX = document.getElementById('tooltipX');
var displayY = document.getElementById('tooltipY');

pathCanvas.onmousemove = function(e){
    actualX = e.pageX - this.offsetLeft;
    actualY = e.pageY - this.offsetTop;
    displayX.innerHTML = retinaMode ? Math.floor(actualX / 2) : actualX;
    displayY.innerHTML = retinaMode ? Math.floor((spriteCanvas.height - actualY - 1) / 2) : spriteCanvas.height - actualY - 1;
}

var pathArray = new Array();
pathCanvas.onclick = function(e){
    var coor = {
        actualX: actualX,
        actualY: actualY,
        displayX: displayX.innerHTML,
        displayY: displayY.innerHTML,
    };
    pathArray.push(coor);
    refreshShape(pathArray);
}

var codeCGPath = document.getElementById('codeCGPath');
function refreshShape(pathArray){

    pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);

    pathContext.beginPath();

    for(var i in pathArray){
        if(i == 0) {
            pathContext.moveTo(pathArray[i].actualX, pathArray[i].actualY);
            codeCGPath.innerHTML = 'path.move(to: CGPoint(x:  '+pathArray[i].displayX+' - offsetX, y: '+pathArray[i].displayY+' - offsetY))<br>';
            continue;
        }
        pathContext.lineTo(pathArray[i].actualX, pathArray[i].actualY);
        codeCGPath.innerHTML += 'path.addLine(to: CGPoint(x: '+pathArray[i].displayX+' - offsetX, y: '+pathArray[i].displayY+' - offsetY))<br>';
    }

    pathContext.closePath();
    pathContext.lineWidth = 1;
    pathContext.strokeStyle = 'blue';
    pathContext.stroke();
    pathContext.fillStyle = 'blue';
    pathContext.fill();
}

function resetShape(){
    pathArray = new Array();
    codeCGPath.innerHTML = null;
    pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);
}
        </script>
    </body>
</html>

答案 7 :(得分:0)

你现在可以这样做,从精灵的PNG中生成物理身体:

%a

比手工操作更精确,也许成本更高,但效果很好。