如何将SKSpriteNode作为PNG图像保存到相机胶卷?

时间:2017-11-26 11:31:54

标签: ios swift uiimage png camera-roll

我正在尝试将SKSpriteNode转换为具有透明度的PNG图像到相机胶卷。

这样可以保存图像,但不保存透明度:

let image = UIImage(cgImage: (spriteNode.texture?.cgImage())!)
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil)

抱怨:

  

无法转换'数据'类型的值?期望参数类型'UIImage'

let image = UIImage(cgImage: (createdCloudShadow.texture?.cgImage())!)
let image2 = UIImagePNGRepresentation(image)
UIImageWriteToSavedPhotosAlbum(image2, nil, nil, nil)

如何将SKSpriteNode保存为PNG到相机滚动?

2 个答案:

答案 0 :(得分:2)

documentation可以看到UIImagePNGRepresentation(_:)函数返回Data?

所以你可能只需要重写如下:

let image = UIImage(cgImage: (createdCloudShadow.texture?.cgImage())!)
let imData = UIImagePNGRepresentation(image)
let image2 = UIImage(data: imData)
UIImageWriteToSavedPhotosAlbum(image2, nil, nil, nil)

答案 1 :(得分:0)

这是@PranavKasetti答案的补充。

在Swift 4.2中,如果要将SKTexture保存到Mac中的文件中(并且可以将文件添加到项目中),这是一种快速解决方案:

func saveTexture(){

    print("Saving Texture to Mac Desktop")

    let noiseMap = scene!.noiseMap! // Reference to the node you want to save
    let noiseTexture = SKTexture(noiseMap: noiseMap)
    let cgNoise = noiseTexture.cgImage()

    let imageRep = NSBitmapImageRep(cgImage: cgNoise)
    let imData = imageRep.representation(using: .png, properties: [:])

    let fileManager = FileManager.default
    let urls = fileManager.urls(for: .desktopDirectory, in: .userDomainMask).first!

    if let theData = imData{
        do{
            try theData.write(to: urls.appendingPathComponent("SavedNoise.png"))
        }catch{
            print("COULD NOT SAVE")
        }
    }
}