例如,如果您有蹦床的图像,并且有一个跳跃的角色。然后你想要制作蹦床在中心弯曲的动画。
要做到这一点,我必须采用位图并将其应用于密集镶嵌的OpenGL ES网格。然后将纹理应用于它。然后变形网格。
SpriteKit是否支持此功能,还是只能按原样显示纹理?
答案 0 :(得分:4)
使用iOS 10,添加了SKWarpGeometry
,允许您变形精灵。使用包含八个控制点的源和目标网格定义扭曲,这些点定义扭曲变换; Sprite Kit将处理曲面细分和其他低级细节。
您可以直接为精灵设置包裹几何体,或使用SKActions设置变形动画。
SKAction.animate(withWarps: [SKWarpGeometry], times: [NSNumber]) -> SKAction?
SKAction.animate(withWarps: [SKWarpGeometry], times: [NSNumber], restore: Bool) -> SKAction?
SKAction.warp(to: SKWarpGeometry, duration: TimeInterval) -> SKAction?
2016年11月更新
在Xcode 8+上,可以在游乐场中使用以下代码片段:拖动控制点,看看生成的SKSpriteNode会相应地变形。
// SpriteKit warp geometry example
// Copy the following in an Xcode 8+ playground
// and make sure your Assistant View is open
//
import UIKit
import PlaygroundSupport
import SpriteKit
let view = SKView(frame: CGRect(x: 0, y: 0, width: 480, height: 320))
let scene = SKScene(size: view.frame.size)
view.showsFPS = true
view.presentScene(scene)
PlaygroundSupport.PlaygroundPage.current.liveView = view
func drawCanvas1(frame: CGRect = CGRect(x: 0, y: 0, width: 200, height: 200)) -> UIImage {
UIGraphicsBeginImageContext(frame.size)
//// Star Drawing
let starPath = UIBezierPath()
starPath.move(to: CGPoint(x: frame.minX + 100.5, y: frame.minY + 24))
starPath.addLine(to: CGPoint(x: frame.minX + 130.48, y: frame.minY + 67.74))
starPath.addLine(to: CGPoint(x: frame.minX + 181.34, y: frame.minY + 82.73))
starPath.addLine(to: CGPoint(x: frame.minX + 149, y: frame.minY + 124.76))
starPath.addLine(to: CGPoint(x: frame.minX + 150.46, y: frame.minY + 177.77))
starPath.addLine(to: CGPoint(x: frame.minX + 100.5, y: frame.minY + 160))
starPath.addLine(to: CGPoint(x: frame.minX + 50.54, y: frame.minY + 177.77))
starPath.addLine(to: CGPoint(x: frame.minX + 52, y: frame.minY + 124.76))
starPath.addLine(to: CGPoint(x: frame.minX + 19.66, y: frame.minY + 82.73))
starPath.addLine(to: CGPoint(x: frame.minX + 70.52, y: frame.minY + 67.74))
starPath.close()
UIColor.red.setFill()
starPath.fill()
UIColor.green.setStroke()
starPath.lineWidth = 10
starPath.lineCapStyle = .round
starPath.lineJoinStyle = .round
starPath.stroke()
let image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
class ControlNode : SKShapeNode {
override init() {
super.init()
self.path = CGPath(ellipseIn: CGRect.init(x: 0, y: 0, width: 10, height: 10), transform: nil)
self.fillColor = UIColor.red
self.isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
typealias UpdateHandler = (ControlNode) -> ()
var positionUpdated: UpdateHandler? = nil
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.fillColor = UIColor.yellow
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first, let parent = self.parent {
let pos = touch.location(in: parent).applying(CGAffineTransform(translationX: -5, y: -5))
self.position = pos
positionUpdated?(self)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
self.fillColor = UIColor.red
}
var warpPosition: vector_float2 {
if let parent = self.parent {
let size = parent.frame.size
let pos = self.position.applying(CGAffineTransform(translationX: -size.width/2 + 5, y: -size.height/2 + 5))
return vector_float2(
x: Float(1 + pos.x / size.width),
y: Float(1 + pos.y / size.height)
)
}
return vector_float2(x: 0, y: 0)
}
}
extension SKSpriteNode {
func addControlNode(x: CGFloat, y: CGFloat) -> ControlNode {
let node = ControlNode()
node.position = CGPoint(
x: x * frame.width - frame.width / 2 - 5,
y: y * frame.height - frame.height / 2 - 5
)
self.addChild(node)
return node
}
}
let texture = SKTexture(image: drawCanvas1())
let image = SKSpriteNode(texture: texture)
image.position = CGPoint(x: 200, y: 160)
scene.addChild(image)
let controlPoints: [(x:CGFloat, y:CGFloat)] = [
(0, 0),
(0.5, 0),
(1.0, 0),
(0, 0.5),
(0.5, 0.5),
(1.0, 0.5),
(0, 1.0),
(0.5, 1.0),
(1.0, 1.0),
]
let sourcePositions = controlPoints.map {
vector_float2.init(Float($0.x), Float($0.y))
}
var controlNodes: [ControlNode] = []
controlPoints.forEach { controlNodes.append(image.addControlNode(x: $0.x, y: $0.y)) }
for node in controlNodes {
node.positionUpdated = {
[weak image]
_ in
let destinationPoints = controlNodes.map {
$0.warpPosition
}
image?.warpGeometry = SKWarpGeometryGrid(columns: 2, rows: 2, sourcePositions: sourcePositions, destinationPositions: destinationPoints)
}
}
PS:我提到了SKWarpGeometry文档。
答案 1 :(得分:1)
修改:使用iOS 10 / tvOS 10 / macOS 10.12中提供的SKWarpGeometry
API,查看@Benzi's answer以获得更好的选项。在这些版本发布之前,Sprite Kit只能将纹理显示为广告牌 - 此答案的其余部分解决了2016年之前的情况,如果您的目标是旧设备,这可能仍然相关。
但是,您可以使用SKEffectNode
和其中一个几何失真Core Image滤镜来获得您想要的失真效果。 (例如,CIBumpDistortion。)在游戏逻辑代码中保存对效果节点或其filter
属性的引用(在SKScene
子类中或您放置的任何其他位置),并且可以调整过滤器的每个动画帧使用setValue:forKey:
的参数。