Reputation: 806
I am trying to draw a filled circle in SpriteKit.
I am currently drawing a circle as such.
node.physicsBody = SKPhysicsBody(circleOfRadius: radius)
node.fillColor = color
node.strokeColor = node.fillColor
I need this circle to be filled at a certain level based on a value between 0.0 and 1.0. How can I achieve this effect?
For example, the circle above is filled at a value of 0.5.
Upvotes: 3
Views: 1462
Reputation: 3763
One way to achieve this is to use SKCropNode
First you need to create two circle textures, like these;
Then create custom SKSpriteNode
:
import SpriteKit
class Circle : SKSpriteNode {
var fillSprite : SKSpriteNode!
var cropNode : SKCropNode!
var maskNode : SKSpriteNode!
override init(texture: SKTexture?, color: UIColor, size: CGSize) {
super.init(texture: texture, color: color, size: size)
fillSprite = SKSpriteNode(imageNamed: "bluecircle")
maskNode = SKSpriteNode(color: UIColor.blackColor(), size: CGSize(width: self.size.width, height: self.size.height))
maskNode.position.y -= self.size.height/2
cropNode = SKCropNode()
cropNode.addChild(fillSprite)
cropNode.maskNode = maskNode
cropNode.zPosition = 1
self.addChild(cropNode)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func setFillAmount(amount: CGFloat) {
// amount parameter must be float value between 0.0 and 1.0
let newHeight = amount * (self.size.height*2)
maskNode.size = CGSize(width: self.size.width, height: newHeight)
}
}
To use this:
// Image size is 150x150px in this example
let circle = Circle(texture: SKTexture(imageNamed: "whitecircle"), color: UIColor.whiteColor(), size: CGSize(width: 150, height: 150))
circle.setFillAmount(0.4)
and thats it.
Maybe not perfect solution, but something to start with. At least it works.
Upvotes: 2
Reputation: 1817
I only have time to give you a partial answer. As Carrl said, you can draw the kind of shape you're looking for using Core Graphics (except I used UIBezierPath which is built on top of it):
UIGraphicsBeginImageContextWithOptions(CGSizeMake(100, 100), false, 0)
UIColor.greenColor().set()
let p = UIBezierPath()
p.moveToPoint(CGPointMake(0, 50))
p.addArcWithCenter(CGPointMake(50, 50), radius: 50, startAngle: 0, endAngle: CGFloat(M_PI), clockwise: true)
p.closePath()
p.fill()
p.removeAllPoints()
p.moveToPoint(CGPointMake(0, 50))
UIColor.greenColor().colorWithAlphaComponent(0.5).set()
p.addArcWithCenter(CGPointMake(50, 50), radius: 50, startAngle: CGFloat(M_PI), endAngle: CGFloat(2 * M_PI), clockwise: true)
p.closePath()
p.fill()
let im1 = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
You still need to figure out how to use this as a texture in an SKSpriteNode
, but you should be able to find an answer on this site. (SKShapeNode
might be an option, but last time I tried using it in a Swift Playground, I recall it threw an error while trying to fill the shape node's path.)
Upvotes: 1
Reputation: 8855
I recommend you to draw the Image programmatically with the method from CoreGraphics:
UIGraphicsBeginImageContextWithOptions(size, false, 1)
//your code to draw the shape here
let imageYouWant = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
And then use imageYouWant
as the image of your SKSpriteNode
Upvotes: 0