如何使用spriteKit在swift中绘制圆圈?

时间:2014-11-04 04:27:49

标签: ios swift sprite-kit cgpoint skshapenode

我刚开始使用swift进行ios开发,但我无法弄清楚如何绘制圆圈。我只想绘制一个圆圈,将其设置为变量并显示在屏幕上,以便我以后可以将其用作主要播放器。谁能告诉我如何做到这一点或为我提供代码?

我在网上找到了这个代码:

var Circle = SKShapeNode(circleOfRadius: 40)
Circle.position = CGPointMake(500, 500)
Circle.name = "defaultCircle"
Circle.strokeColor = SKColor.blackColor()
Circle.glowWidth = 10.0
Circle.fillColor = SKColor.yellowColor()
Circle.physicsBody = SKPhysicsBody(circleOfRadius: 40)
Circle.physicsBody?.dynamic = true //.physicsBody?.dynamic = true
self.addChild(Circle)

但是当我把它放在xcode上并运行应用程序时,游戏场景中没有任何内容。

4 个答案:

答案 0 :(得分:29)

screenshot

如果您只想在某个时刻绘制一个简单的圆圈,那就是:

func oneLittleCircle(){

    var Circle = SKShapeNode(circleOfRadius: 100 ) // Size of Circle
    Circle.position = CGPointMake(frame.midX, frame.midY)  //Middle of Screen
    Circle.strokeColor = SKColor.blackColor()
    Circle.glowWidth = 1.0
    Circle.fillColor = SKColor.orangeColor()
    self.addChild(Circle)
}

下面的代码绘制了一个用户触摸的圆圈。 您可以替换默认的iOS SpriteKit项目" GameScene.swift"代码如下。

screenshot

//
// Draw Circle At Touch .swift
// Replace GameScene.swift in the Default SpriteKit Project, with this code.


import SpriteKit

class GameScene: SKScene {
override func didMoveToView(view: SKView) {
    /* Setup your scene here */
    scene?.backgroundColor = SKColor.whiteColor()  //background color to white

}

override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
    /* Called when a touch begins */

    for touch: AnyObject in touches {
        let location = touch.locationInNode(self)
        makeCirlceInPosition(location)  // Call makeCircleInPostion, send touch location.
    }
}


//  Where the Magic Happens!
func makeCirlceInPosition(location: CGPoint){

    var Circle = SKShapeNode(circleOfRadius: 70 ) // Size of Circle = Radius setting.
    Circle.position = location  //touch location passed from touchesBegan.
    Circle.name = "defaultCircle"
    Circle.strokeColor = SKColor.blackColor()
    Circle.glowWidth = 1.0
    Circle.fillColor = SKColor.clearColor()
    self.addChild(Circle)
}
  override func update(currentTime: CFTimeInterval) {
    /* Called before each frame is rendered */
}}

答案 1 :(得分:3)

Swift 3

let Circle = SKShapeNode(circleOfRadius: 100 ) // Create circle
Circle.position = CGPoint(x: 0, y: 0)  // Center (given scene anchor point is 0.5 for x&y)
Circle.strokeColor = SKColor.black
Circle.glowWidth = 1.0
Circle.fillColor = SKColor.orange
self.addChild(Circle)

答案 2 :(得分:0)

试试这个

var circle : CGRect = CGRectMake(100.0, 100.0, 80.0, 80.0) //set your dimension
var shapeNode : SKShapeNode = SKShapeNode()
shapeNode.path = UIBezierPath.bezierPathWithOvalInRect(circle.CGPath)
shapeNode.fillColor = SKColor.redColor()
shapeNode.lineWidth = 1 //set your border
self.addChild(shapeNode)

答案 3 :(得分:0)

我检查你的代码是否有效,但可能发生的事情是球消失了,因为你的动态是真的。把它关掉再试一次。球正从场景中掉出来。

 var Circle = SKShapeNode(circleOfRadius: 40)
    Circle.position = CGPointMake(500, 500)
    Circle.name = "defaultCircle"
    Circle.strokeColor = SKColor.blackColor()
    Circle.glowWidth = 10.0
    Circle.fillColor = SKColor.yellowColor()
    Circle.physicsBody = SKPhysicsBody(circleOfRadius: 40)
    Circle.physicsBody?.dynamic = false //set to false so it doesn't fall off scene.
    self.addChild(Circle)