我是教程here之后的初学者,用于在Swift中绘制形状。
import SpriteKit
class GameScene: SKScene {
var activeSlice: SKShapeNode!
var activeSlicePoints = [CGPoint]()
override func didMove(to view: SKView) {
createSlices()
}
func createSlices() {
activeSlice = SKShapeNode()
activeSlice.strokeColor = UIColor(red: 1, green: 0.9, blue: 0, alpha: 1)
activeSlice.lineWidth = 9
addChild(activeSlice)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
if let touch = touches.first {
let location = touch.location(in: self)
activeSlicePoints.append(location)
redrawActiveSlice()
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: self)
activeSlicePoints.append(location)
redrawActiveSlice()
}
override func touchesEnded(_ touches: Set<UITouch>?, with event: UIEvent?) {
}
func redrawActiveSlice() {
let path = UIBezierPath()
path.move(to: activeSlicePoints[0])
for i in 1 ..< activeSlicePoints.count {
path.addLine(to: activeSlicePoints[i])
}
activeSlice.path = path.cgPath
}
}
使用此代码,当您松开手指然后再次触摸绘制时,您有一条线连接两个形状。
我想绘制独立的形状。
也许通过修改代码使得对于touchesEnded()
的每个实例,表示形状的点数组存储在多维数组中,并为touchesBegan()
的每个新实例创建一个点数组?
感谢您的帮助。
答案 0 :(得分:0)
就像
override func touchesEnded(_ touches: Set<UITouch>?, with event: UIEvent?) {
createSlices()
}