SKSpriteNode - create a round corner node?
To get a rounded corner node you can use 2 approaches, each of them requires use of SKShapeNode.
First way is to use SKShapeNode and set its path to be a rounded rectangle like this:
SKShapeNode* tile = [SKShapeNode node];
[tile setPath:CGPathCreateWithRoundedRect(CGRectMake(-15, -15, 30, 30), 4, 4, nil)];
tile.strokeColor = tile.fillColor = [UIColor colorWithRed:0.0/255.0
green:128.0/255.0
blue:255.0/255.0
alpha:1.0];
The other one uses sprite node,crop node and SKShapeNode with rounded rectangle as crop nodes mask:
SKSpriteNode *tile = [SKSpriteNode spriteNodeWithColor:[UIColor colorWithRed:0.0/255.0
green:128.0/255.0
blue:255.0/255.0
alpha:1.0] size:CGSizeMake(30, 30)];
SKCropNode* cropNode = [SKCropNode node];
SKShapeNode* mask = [SKShapeNode node];
[mask setPath:CGPathCreateWithRoundedRect(CGRectMake(-15, -15, 30, 30), 4, 4, nil)];
[mask setFillColor:[SKColor whiteColor]];
[cropNode setMaskNode:mask];
[cropNode addChild:tile];
If your tiles are one solid colour, i suggest you go with the first approach.
How to create SKTexture with rounded corners without using a mask
Try this:
// your profile picture
UIImage *fbProfilePicture = [UIImage imageNamed:@"fbProfilePicture"];
// create the image with rounded corners
UIGraphicsBeginImageContextWithOptions(fbProfilePicture.size, NO, 0);
CGRect rect = CGRectMake(0, 0, fbProfilePicture.size.width, fbProfilePicture.size.height);
[[UIBezierPath bezierPathWithRoundedRect:rect cornerRadius:20.0] addClip];
[fbProfilePicture drawInRect:rect];
UIImage *roundedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// use the roundedImage as texture for your sprite
SKTexture *texture = [SKTexture textureWithImage:roundedImage];
SKSpriteNode *profilePic = [SKSpriteNode spriteNodeWithTexture:texture size:CGSizeMake(fbProfilePicture.size.width, fbProfilePicture.size.height)];
[self addChild:profilePic];
The rounded corner part comes from this answer.
SpriteKit: suggestions for rounding corners of unconventional grid?
What we did was lay out the tiles then call this function to round the nodes of exposed tiles.
// Rounds corners of exposed tiles. UIKit inverts coordinates so top is bottom and vice-versa.
fileprivate func roundTileCorners() {
// Get all tiles
var tiles = [TileClass]()
tileLayer.enumerateChildNodes(withName: ".//*") { node, stop in
if node is TileClass {
tiles.append(node as! TileClass)
}
}
// Round corners for each exposed tile
for t in tiles {
// Convert tile's position to root coordinates
let convertedPos = convert(t.position, from: t.parent!)
// Set neighbor positions
var leftNeighborPos = convertedPos
leftNeighborPos.x -= tileWidth
var rightNeighborPos = convertedPos
rightNeighborPos.x += tileWidth
var topNeighborPos = convertedPos
topNeighborPos.y += tileHeight
var bottomNeighborPos = convertedPos
bottomNeighborPos.y -= tileHeight
// Set default value for rounding
var cornersToRound : UIRectCorner?
// No neighbor below & to left? Round bottom left.
if !isTileAtPoint(point: bottomNeighborPos) && !isTileAtPoint(point: leftNeighborPos) {
cornersToRound = cornersToRound?.union(.topLeft) ?? .topLeft
}
// No neighbor below & to right? Round bottom right.
if !isTileAtPoint(point: bottomNeighborPos) && !isTileAtPoint(point: rightNeighborPos) {
cornersToRound = cornersToRound?.union(.topRight) ?? .topRight
}
// No neightbor above & to left? Round top left.
if !isTileAtPoint(point: topNeighborPos) && !isTileAtPoint(point: leftNeighborPos) {
cornersToRound = cornersToRound?.union(.bottomLeft) ?? .bottomLeft
}
// No neighbor above & to right? Round top right.
if !isTileAtPoint(point: topNeighborPos) && !isTileAtPoint(point: rightNeighborPos) {
cornersToRound = cornersToRound?.union(.bottomRight) ?? .bottomRight
}
// Any corners to round?
if cornersToRound != nil {
t.roundCorners(cornersToRound: cornersToRound!)
}
}
}
// Returns true if a tile exists at <point>. Assumes <point> is in root node's coordinates.
fileprivate func isTileAtPoint(point: CGPoint) -> Bool {
return nodes(at: point).contains(where: {$0 is BoardTileNode })
}
Gradient progress bar with rounded corners SpriteKit Swift
It's about SKCropNode + its maskNode property. From the docs:
SKCropNode is a container node that you use to crop other nodes in the
scene. You add other nodes to a crop node and set the crop node's
maskNode property. For example, here are some ways you might specify a
mask:An untextured sprite that limits content to a rectangular portion of
the scene.A textured sprite that works as a precise per-pixel mask.
A collection of child nodes that form a unique shape.
You can animate the shape or contents of the mask to implement
interesting effects such as hiding or revealing.
So, a simple example would be like this:
class GameScene: SKScene {
override func sceneDidLoad() {
super.sceneDidLoad()
createProgressBar()
}
private func createProgressBar(){
let barFrame = CGRect(x: 0, y: 0, width: 300, height: 15)
if let cgImage = createImage(frame: barFrame) {
let texture = SKTexture(cgImage: cgImage)
let sprite = SKSpriteNode(texture: texture)
let cropNode = SKCropNode()
let mask = SKSpriteNode(color: .gray, size: barFrame.size)
cropNode.addChild(sprite)
cropNode.maskNode = mask
sprite.anchorPoint = CGPoint(x: 0.0, y: 0.5)
mask.anchorPoint = CGPoint(x: 0.0, y: 0.5)
var counter:Double = 0
let action = SKAction.run {[weak self, sprite] in
guard let `self` = self, counter < 100 else {
sprite?.removeAction(forKey: "loop")
return
}
counter += 1
let newWidth = self.getWidth(percents: counter, spriteWidth: barFrame.width)
print("Bar width \(newWidth), percentage \(counter)")
mask.size = CGSize(width: newWidth, height: barFrame.height)
}
let wait = SKAction.wait(forDuration: 0.05)
let sequence = SKAction.sequence([wait, action])
let loop = SKAction.repeatForever(sequence)
addChild(cropNode)
cropNode.position = CGPoint(x: self.frame.width / 2.0, y: self.frame.height / 2.0)
sprite.run(loop, withKey: "loop")
}
}
private func getWidth(percents:Double, spriteWidth:Double)->Double{
let onePercent = spriteWidth / 100.0
return onePercent * percents
}
private func createImage(frame barFrame:CGRect) -> CGImage?{
if let ciFilter = CIFilter(name: "CILinearGradient"){
let ciContext = CIContext()
ciFilter.setDefaults()
let startColor = CIColor(red: 0.75, green: 0.35, blue: 0.45, alpha: 1)
let endColor = CIColor(red: 0.45, green: 0.35, blue: 0.75, alpha: 1)
let startVector = CIVector(x: 0, y: 0)
let endVector = CIVector(x: barFrame.width, y: 0)
ciFilter.setValue(startColor, forKey: "inputColor0")
ciFilter.setValue(endColor, forKey: "inputColor1")
ciFilter.setValue(startVector, forKey: "inputPoint0")
ciFilter.setValue(endVector, forKey: "inputPoint1")
if let outputImage = ciFilter.outputImage {
let cgImage = ciContext.createCGImage(outputImage, from: CGRect(x: 0, y: 0, width: barFrame.width, height: barFrame.height))
return cgImage
}
}
return nil
}
}
Now cause this is just an example I won't go all the way to implement this right, but You can maybe make a class of it with designable and inspectable properties, optimize code, make it reusable etc. But the general idea is shown here.
You use SKCropNode
to add progress bar in it, and use maskNode
property to reveal progress bar as percentage increases. Also I gave a method to create texture programatically, but You can use just a .png file instead.
Crop node is here used only cause of a gradient (cause we don't wan't to scale image, but rather to show it part by part). Obviously, crop node is not needed if a progress bar had only one color.
Here is final result:
Top Rounded corners on node
User this UIBezierPath
initializer:
public convenience init(roundedRect rect: CGRect, byRoundingCorners corners: UIRectCorner, cornerRadii: CGSize)
and specify [.TopLeft, .TopRight]
for the byRoundingCorners
argument.
shape.path = UIBezierPath(
roundedRect: CGRect(x: -128, y: -128, width: 256, height: 256),
byRoundingCorners: [.TopLeft, .TopRight]
cornerRadii: CGSize(width: 64, height: 64)).CGPath
Crop/Mask circular image node in sprite kit gives jagged edges
UPDATE:
Ok, so here's one solution I came up. Not super ideal but it works perfectly. Essentially, I have a to size/scale, and cut the image exactly the way it would go on the SKSpriteNode so I would not have to use SKCropNode or some variation of SKShapeNode.
I used these UIImage extensions by Leo Dabus to resize/shape the image exactly as needed. Cut a UIImage into a circle Swift(iOS)
var circle: UIImage? {
let square = CGSize(width: min(size.width, size.height), height: min(size.width, size.height))
let imageView = UIImageView(frame: CGRect(origin: CGPoint(x: 0, y: 0), size: square))
imageView.contentMode = .ScaleAspectFill
imageView.image = self
imageView.layer.cornerRadius = square.width/2
imageView.layer.masksToBounds = true
UIGraphicsBeginImageContextWithOptions(imageView.bounds.size, false, scale)
guard let context = UIGraphicsGetCurrentContext() else { return nil }
imageView.layer.renderInContext(context)
let result = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return result
}
func resizedImageWithinRect(rectSize: CGSize) -> UIImage {
let widthFactor = size.width / rectSize.width
let heightFactor = size.height / rectSize.height
var resizeFactor = widthFactor
if size.height > size.width {
resizeFactor = heightFactor
}
let newSize = CGSizeMake(size.width/resizeFactor, size.height/resizeFactor)
let resized = resizedImage(newSize)
return resized
}The final codes look like this:
//create/shape image
let image = UIImage(named: "TestImage")
let scaledImage = image?.resizedImageWithinRect(CGSize(width: 100, height: 100))
let circleImage = scaledImage?.circle
//create sprite
let sprite = SKSpriteNode(texture: SKTexture(image: circleImage!))
sprite.position = CGPoint(x: view.frame.width/2, y: view.frame.height/2)
//set texture/image
sprite.texture = SKTexture(image: circleImage!)
sprite.physicsBody = SKPhysicsBody(texture: SKTexture(image: circleImage!), size: CGSizeMake(100, 100))
if let physics = sprite.physicsBody {
//add the physic properties
}
//scale node
sprite.setScale(1.0)
addChild(sprite)
So if you have a perfectly scaled asset/image, then you probably dont need to do all this work, but I'm getting images from the backend that could come in any sizes.
Related Topics
What Is a Provisioning Profile Used for When Developing iPhone Applications
Keeping the Contentoffset in a Uicollectionview While Rotating Interface Orientation
Face Recognition on the Iphone
Pods-Resources.Sh Permission Denied in iOS Project
How to Develop iPhone Mdm Server
Dial a Phone Number with an Access Code Programmatically in iOS
iOS Builds/Ipa Creation No Longer Works from the Command Line
Dismissing Uialertviews When Entering Background State
iOS Horizontal Slideview with Vertical Menu
Allow Unverified Ssl Certificate in Uiwebview
Uiwebview and Safari Comparison
Changed +Load Method Order in Xcode 7
Undefined Symbols for Architecture I386: "_Objc_Class_$_Zipexception", Referenced From: Error
Button Action in Mkannotation View Not Working
Memory Leak Every Time Uiscrollview Is Released
Xcode 6 Gm - Cllocationmanager
Want to Create a Cool Static UI But:"Static Table Views Are Only Valid..."