修剪节点(遮盖效果)
有点类似于CALayer
import SpriteKit
import GameplayKit
class GameShapeNode: SKScene {
override func didMove(to view: SKView) {
self.size = UIScreen.main.bounds.size
backgroundColor = UIColor.white
//修剪节点
let pictureNode = SKSpriteNode(imageNamed: "star.jpg")
pictureNode.position = CGPoint.zero
pictureNode.setScale(0.9)
let maskNode = SKSpriteNode(imageNamed: "starBg.png")
let cropNode = SKCropNode()
cropNode.position = self.view!.center
cropNode.addChild(pictureNode) //添加内容
cropNode.maskNode = maskNode //超过maskNode范围的内容都被裁剪
self.addChild(cropNode)
}
}
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形状节点
-
矩形
let shapeNode = SKShapeNode(rect: CGRect(x: self.frame.midX - 100, y: self.frame.midY - 100, width: 200, height: 200))
shapeNode.strokeColor = UIColor.white
shapeNode.fillColor = UIColor.red
self.addChild(shapeNode)
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-
圆角矩形
方式一
let rect = CGRect(x: self.frame.midX - 100, y: self.frame.midY - 100, width: 200, height: 200)
let shapeNode = SKShapeNode(rect: rect, cornerRadius: 50)
shapeNode.strokeColor = UIColor.white
shapeNode.fillColor = UIColor.red
self.addChild(shapeNode)
方式二
let rect = CGRect(x: self.frame.midX - 100, y: self.frame.midY - 100, width: 200, height: 200)
let shapeNode = SKShapeNode(rectOf: rect.size, cornerRadius: 20)
shapeNode.position = self.view!.center
shapeNode.strokeColor = UIColor.white
shapeNode.fillColor = UIColor.red
self.addChild(shapeNode)
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-
圆形
let shapeNode = SKShapeNode(circleOfRadius: 100)
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-
椭圆
方式一
let rect = CGRect(x: self.frame.midX - 100, y: self.frame.midY - 50, width: 200, height: 100)
let shapeNode = SKShapeNode(ellipseIn: rect)
shapeNode.strokeColor = UIColor.white
shapeNode.fillColor = UIColor.red
self.addChild(shapeNode)
方式二
let shapeNode = SKShapeNode(ellipseOf: rect.size)
shapeNode.position = self.view!.center
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个性化属性
import SpriteKit
import GameplayKit
class GameShape: SKScene {
override func didMove(to view: SKView) {
self.size = UIScreen.main.bounds.size
let rect = CGRect(x: self.frame.midX - 100, y: self.frame.midY - 50, width: 100, height: 200)
let shapeNode = SKShapeNode(ellipseOf: rect.size)
shapeNode.position = self.view!.center
shapeNode.strokeColor = UIColor.white //填充颜色
shapeNode.fillColor = UIColor.red //线颜色
shapeNode.lineWidth = 10 //线宽
shapeNode.glowWidth = 4 //光晕
self.addChild(shapeNode)
}
}
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-
形状路径
import SpriteKit
import GameplayKit
class GameShape: SKScene {
override func didMove(to view: SKView) {
self.size = UIScreen.main.bounds.size
let shapeNode = SKShapeNode()
shapeNode.position = self.view!.center
let path = CGMutablePath()
let point_1 = CGPoint.zero
let point_2 = CGPoint(x: point_1.x + 100, y: point_1.y + 100)
let point_3 = CGPoint(x: point_1.x + 200, y: point_1.y )
let point_4 = CGPoint(x: point_1.x + 100, y: point_1.y - 100)
let point_5 = point_1
path.move(to: point_1)
path.addLine(to: point_2)
path.addLine(to: point_3)
path.addLine(to: point_4)
path.addLine(to: point_5)
shapeNode.path = path
shapeNode.strokeColor = UIColor.white //填充颜色
shapeNode.fillColor = UIColor.red //线颜色
shapeNode.lineWidth = 25 //线宽
shapeNode.glowWidth = 4 //光晕
shapeNode.lineJoin = .round //线连接方式
self.addChild(shapeNode)
}
}
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效果节点
-
高斯模糊
import SpriteKit
import GameplayKit
class GameBlur: SKScene {
override func didMove(to view: SKView) {
self.size = UIScreen.main.bounds.size
//添加滤镜
let effectNode = SKEffectNode()
effectNode.position = self.view!.center
self.addChild( effectNode)
let bgNode = SKSpriteNode(imageNamed: "background1.png")
bgNode.size = self.view!.bounds.size
effectNode.addChild(bgNode)
//设置滤镜
let filter = CIFilter(name: "CIGaussianBlur")!
filter.setDefaults()
filter.setValue(NSNumber(value: 10.0), forKey: "inputRadius")
effectNode.filter = filter
}
}
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总结
- 不管是SKEffectNode还是SKCropNode, 都是以该节点为底,然后再用该节点,addChild其他节点内容.
- 最好测试都用真机测试,模拟器可能有内存消耗不准确的问题.
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