我正在尝试创建一个八或无穷大符号形状的CGPath。我认为路径创建应该返回所需的结果,但我仍然会在这里发布:
let path = CGMutablePath()
path.addEllipse(in: CGRect(x: -height/4, y: -height/2, width: height/2, height: height/2))
path.addEllipse(in: CGRect(x: -height/4, y: 0.0, width: height/2, height: height/2))
path.closeSubpath()
return path
现在我有另一个应该遵循这条路径的Node,我认为这样就可以使用SKAction了:
highlighter.run(SKAction.repeatForever(SKAction.follow(shape.path!, asOffset: false, orientToPath: true, duration: 5.0)))
荧光笔是我的节点的名称,形状是我指定路径的SKShapeNode的名称。但是,节点仅绘制其中一个圆而不是所需的形状。我一直在谷歌上搜索这个问题,但是找不到任何类似的情况,现在已经坐了一天多了,所以我可能看不到明显的东西。任何见解都会非常感激!
答案 0 :(得分:1)
如果您绘制了生成的图8,您将看到您的精灵只跟随底部圆圈,因为这是您绘制路径的方式。
您需要从顶部/底部到中间绘制顶部或底部圆圈的一半,然后添加完整的其他圆圈,从中间开始和结束,最后再将另一半圆圈添加到您开始的位置。 / p>
这是一个例子,它还绘制了边界矩形和图8的路径:
class GameScene: SKScene {
// var sprite = SKSpriteNode()
var figureEightPath = CGMutablePath()
override func didMove(to view: SKView) {
let boundingRect = CGRect(x: -200, y: -400, width: 400, height: 800)
addChild(drawSKShapeNode(fromRect: rect, withWidth: 2, inColour: SKColor.green, called: "rect"))
figureEightPath = drawFigureEight(in: boundingRect)
addChild(drawSKShapeNode(fromPath: figureEightPath, withWidth: 2, inColour: SKColor.red, called: "path"))
let sprite = SKSpriteNode(color: SKColor.yellow, size: CGSize(width: 50, height: 50))
addChild(sprite)
let moveAction = SKAction.follow(figureEightPath, asOffset: false, orientToPath: true, speed: 200)
sprite.run(SKAction.repeatForever(moveAction))
}
func drawSKShapeNode(fromPath path: CGMutablePath,
withWidth width: CGFloat,
inColour colour: SKColor,
called name: String) -> SKShapeNode {
let shape = SKShapeNode(path: path, centered: true)
shape.lineWidth = width
shape.strokeColor = colour
shape.name = name
return shape
}
func drawSKShapeNode(fromRect rect: CGRect,
withWidth width: CGFloat,
inColour colour: SKColor,
called name: String) -> SKShapeNode {
let shape = SKShapeNode(rect: rect)
shape.lineWidth = width
shape.strokeColor = colour
shape.name = name
return shape
}
func drawFigureEight(in rect: CGRect) -> CGMutablePath {
let bottomCentre = CGPoint(x: rect.midX, y: rect.height/4+rect.minY)
let topCentre = CGPoint(x: rect.midX, y:(rect.height/4)*3+rect.minY)
let radius = rect.height/4
let bottom = CGPoint(x: rect.midX, y: rect.minY)
let path = CGMutablePath()
path.move(to: bottom)
//Draw a semi-circle from the bottom counter-clockwise to the middle
path.addArc(center: bottomCentre, radius: radius, startAngle: CGFloat(Double.pi*1.5), endAngle: CGFloat(Double.pi/2), clockwise: false)
//Draw to top circle in a clockwise direction
path.addArc(center: topCentre, radius: radius, startAngle: CGFloat(Double.pi*1.5), endAngle: CGFloat(-Double.pi/2), clockwise: true)
//Draw the rest of the bottom circle by drawing a semi-circle from the middle to the bottom counter-clockwise.
path.addArc(center: bottomCentre, radius: radius, startAngle: CGFloat(Double.pi/2), endAngle: CGFloat(-Double.pi/2), clockwise: false)
return path
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
有一些辅助函数 - drawSKShapeNode - 你不需要它,但是对于调试非常有用,因为它们通过根据给出的SKShapeNode来“绘制”CGPath或CGRect。