spritekit sprite-kit

sprite-kit - spritekit - skview



Kit de Sprite y colorWithPatternImage (2)

¿Tenemos alguna manera de repetir una imagen en un área, como un SKSpriteNode? SKColor colorWithPatternImage no funciona desafortunadamente.

Editar:

Hice las siguientes categorías, parece funcionar hasta ahora. Usando Mac, no probado en iOS. Es probable que necesite algo de reparación para iOS.

// Add to SKSpriteNode category or something. +(SKSpriteNode*)patternWithImage:(NSImage*)image size:(const CGSize)SIZE; // Add to SKTexture category or something. +(SKTexture*)patternWithSize:(const CGSize)SIZE image:(NSImage*)image;

Y las implementaciones. Poner en archivos respectivos.

+(SKSpriteNode*)patternWithImage:(NSImage*)imagePattern size:(const CGSize)SIZE { SKTexture* texturePattern = [SKTexture patternWithSize:SIZE image:imagePattern]; SKSpriteNode* sprite = [SKSpriteNode spriteNodeWithTexture:texturePattern]; return sprite; } +(SKTexture*)patternWithSize:(const CGSize)SIZE image:(NSImage*)image { // Hopefully this function would be platform independent one day. SKColor* colorPattern = [SKColor colorWithPatternImage:image]; // Correct way to find scale? DLog(@"backingScaleFactor: %f", [[NSScreen mainScreen] backingScaleFactor]); const CGFloat SCALE = [[NSScreen mainScreen] backingScaleFactor]; const size_t WIDTH_PIXELS = SIZE.width * SCALE; const size_t HEIGHT_PIXELS = SIZE.height * SCALE; CGContextRef cgcontextref = MyCreateBitmapContext(WIDTH_PIXELS, HEIGHT_PIXELS); NSAssert(cgcontextref != NULL, @"Failed creating context!"); // CGBitmapContextCreate( // NULL, // let the OS handle the memory // WIDTH_PIXELS, // HEIGHT_PIXELS, CALayer* layer = CALayer.layer; layer.frame = CGRectMake(0, 0, SIZE.width, SIZE.height); layer.backgroundColor = colorPattern.CGColor; [layer renderInContext:cgcontextref]; CGImageRef imageref = CGBitmapContextCreateImage(cgcontextref); SKTexture* texture1 = [SKTexture textureWithCGImage:imageref]; DLog(@"size of pattern texture: %@", NSStringFromSize(texture1.size)); CGImageRelease(imageref); CGContextRelease(cgcontextref); return texture1; }

Ok esto también es necesario. Esto probablemente solo funciona en Mac.

CGContextRef MyCreateBitmapContext(const size_t pixelsWide, const size_t pixelsHigh) { CGContextRef context = NULL; CGColorSpaceRef colorSpace; void * bitmapData; //int bitmapByteCount; size_t bitmapBytesPerRow; bitmapBytesPerRow = (pixelsWide * 4);// 1 //bitmapByteCount = (bitmapBytesPerRow * pixelsHigh); colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);// 2 bitmapData = NULL; #define kBitmapInfo kCGImageAlphaPremultipliedLast //#define kBitmapInfo kCGImageAlphaPremultipliedFirst //#define kBitmapInfo kCGImageAlphaNoneSkipFirst // According to http://stackoverflow.com/a/18921840/129202 it should be safe to just cast CGBitmapInfo bitmapinfo = (CGBitmapInfo)kBitmapInfo; //kCGImageAlphaNoneSkipFirst; //0; //kCGBitmapAlphaInfoMask; //kCGImageAlphaNone; //kCGImageAlphaNoneSkipFirst; context = CGBitmapContextCreate (bitmapData,// 4 pixelsWide, pixelsHigh, 8, // bits per component bitmapBytesPerRow, colorSpace, bitmapinfo ); if (context== NULL) { free (bitmapData);// 5 fprintf (stderr, "Context not created!"); return NULL; } CGColorSpaceRelease( colorSpace );// 6 return context;// 7 }


Código de trabajo de iOS:

CGRect textureSize = CGRectMake(0, 0, 488, 650); CGImageRef backgroundCGImage = [UIImage imageNamed:@"background.png"].CGImage; UIGraphicsBeginImageContext(self.level.worldSize); // use WithOptions to set scale for retina display CGContextRef context = UIGraphicsGetCurrentContext(); CGContextDrawTiledImage(context, textureSize, backgroundCGImage); UIImage *tiledBackground = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); SKTexture *backgroundTexture = [SKTexture textureWithCGImage:tiledBackground.CGImage]; SKSpriteNode *backgroundNode = [SKSpriteNode spriteNodeWithTexture:backgroundTexture]; [self addChild:backgroundNode];


Sí, es posible implementar eso con una llamada a CGContextDrawTiledImage (), pero eso desperdicia mucha memoria para nodos de tamaño mediano y grande. Se proporciona un enfoque significativamente mejorado en spritekit_repeat_shader . Esta publicación de blog proporciona un ejemplo de código GLSL y se proporciona una fuente con licencia BSD.