Swift:Animate SKSpriteNode Gradient

时间:2016-03-27 10:31:11

标签: swift animation gradient skspritenode

我想做的事情对我来说似乎很简单,但鉴于我对iOS很陌生,我无法找到实现它的方法。

我希望我的背景几乎有一个渐变,通过淡入淡出来改变颜色,并逐渐淡出。

我在github上找到了这个并用它创建了两个不同颜色的渐变节点,唯一的问题是我似乎无法动画其alpha或以任何方式淡入淡出。 https://github.com/braindrizzlestudio/BDGradientNode 这是我做的:

//Blueish
    let color1 = UIColor(red: 0.965, green: 0.929, blue: 0.667, alpha: 1)
    let color2 = UIColor(red: 0.565, green: 0.71, blue: 0.588, alpha: 1)
    let color3 = UIColor(red: 0.259, green: 0.541, blue: 0.529, alpha: 1)
    let colors = [color1, color2, color3]

    //Redish
    let color4 = UIColor(red: 1, green: 0.518, blue: 0.769, alpha: 1)
    let color5 = UIColor(red: 0.859, green: 0.22, blue: 0.541, alpha: 1)
    let color6 = UIColor(red: 0.737, green: 0, blue: 0.314, alpha: 1)
    let colors2 = [color4, color5, color6]

    let blending : Float = 0.3

    let location1 : CGFloat = 0.5
    let locations : [CGFloat] = [location1]

    let startPoint = CGPoint(x: 0.3, y: 0.0)
    let endPoint = CGPoint(x: 0.6, y: 0.8)

    let size = CGSize(width: self.size.width, height: self.size.height)

    let texture = SKTexture(imageNamed: "White Background")


    myGradientNode = BDGradientNode(linearGradientWithTexture: texture, colors: colors, locations: nil, startPoint: startPoint, endPoint: endPoint, blending: blending, keepTextureShape: true, size: size)

    myGradientNode2 = BDGradientNode(linearGradientWithTexture: texture, colors: colors2, locations: nil, startPoint: startPoint, endPoint: endPoint, blending: blending, keepTextureShape: true, size: size)
    myGradientNode2?.blending = 0

    self.addChild(myGradientNode2!)
    self.addChild(myGradientNode!)

我觉得有一种更简单的方法,也许不使用它。 你现在在许多游戏应用程序中看到了这一点,如果有人能帮我实现这个令人惊叹的设计,它会有很大的帮助!

2 个答案:

答案 0 :(得分:2)

这是一个可能的完整解决方案(在 Swift 2.2 中),您可以根据自己的内容进行调整(包括对您的应用有意义的错误处理)。我将以相反的顺序列出代码,从能够编写的目标开始:

// assuming:
scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)

if let bg = HorizontalGradientNode(
    size: scene.size,
    fadingFrom: [.AliceBlue, .BurlyWood],
    to: [.AliceBlue, .CornflowerBlue],
    wait: 1,
    duration: 2)
{
    scene.addChild(bg)
}

这将向场景添加一个节点,封装两个子梯度精灵节点,其中最顶层的精灵节点将永远淡入和淡出。 HorizontalGradientNode.init需要两个CGColor数组。它们每个都可以包含两个或更多颜色!命名CGColor s(AliceBlueCornflowerBlue等)可以通过以下方式构建:

public extension CGColor {

    public static func withHex(hex: Int, alpha: CGFloat = 1) -> CGColor {
        let x = max(0, min(hex, 0xffffff))
        let r = CGFloat((x & 0xff0000) >> 16)   / 0xff
        let g = CGFloat((x & 0x00ff00) >> 8)    / 0xff
        let b = CGFloat( x & 0x0000ff)          / 0xff
        return CGColorCreateGenericRGB(r, g, b, alpha)
    }

    public static var AliceBlue: CGColor { return .withHex(0xF0F8FF) }
    public static var BurlyWood: CGColor { return .withHex(0xDEB887) }
    public static var CornflowerBlue: CGColor { return .withHex(0x6495ED) }
    // see named colours at: http://www.w3schools.com/colors/colors_names.asp
}

HorizontalGradientNode的最简单版本如下:

class HorizontalGradientNode : SKNode {

    init?(size: CGSize, fadingFrom colors1: [CGColor], to colors2: [CGColor], wait: NSTimeInterval, duration: NSTimeInterval) {
        guard
            let grad1 = CGImage.withHorizontalGradient(size: size, colors: colors1),
            let grad2 = CGImage.withHorizontalGradient(size: size, colors: colors2)
            else
        {
            return nil
        }
        let bg1 = SKSpriteNode(texture: SKTexture(CGImage: grad1))
        let bg2 = SKSpriteNode(texture: SKTexture(CGImage: grad2))
        bg2.alpha = 0

        super.init()
        addChild(bg1)
        addChild(bg2)

        bg2.runAction(
            .repeatActionForever(
                .sequence(
                    [
                        .waitForDuration(wait),
                        .fadeInWithDuration(duration),
                        .waitForDuration(wait),
                        .fadeOutWithDuration(duration)
                    ]
                )
            )
        )
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
}

CGImage.withHorizontalGradient(size:, colors:)可以按如下方式实施:

public extension CGImage {

    public static func withHorizontalGradient(size size: CGSize, colors: [CGColor]) -> CGImage? {
        guard colors.count >= 2 else { return nil }
        let locations: [CGFloat] = colors.indices.map{
            CGFloat($0) / CGFloat(colors.count - 1)
        }
        guard let gradient = CGGradientCreateWithColors(nil, colors, locations) else {
            return nil
        }
        let start = CGPoint(x: size.width / 2, y: size.height)
        let end = CGPoint(x: size.width / 2, y: 0)
        return CGContext.rgb(size)?
            .draw(linearGradient: gradient, start: start, end: end)
            .image
    }
}

使用CGContext的点语法扩展名,如:

public extension CGContext {

    public static func rgb(size: CGSize) -> CGContext? {
        let sp = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB)
        let bi = CGImageAlphaInfo.PremultipliedLast.rawValue
        return CGBitmapContextCreate(nil, Int(ceil(size.width)), Int(ceil(size.height)), 8, 0, sp, bi)
    }

    public var image: CGImage? { return CGBitmapContextCreateImage(self) }

    public func draw(linearGradient
        gradient: CGGradient?,
        start: CGPoint,
        end: CGPoint,
        options: CGGradientDrawingOptions = [.DrawsBeforeStartLocation, .DrawsAfterEndLocation]
        ) -> CGContext
    {
        CGContextDrawLinearGradient(self, gradient, start, end, options)
        return self
    }
}

如果你想在游乐场试试这个,你可以粘贴所有这些,以下面的代码片段为前缀(对于OS X),确保你在助理编辑器中有操场的时间轴:

import XCPlayground
import Cocoa
import SpriteKit

let scene = SKScene(size: CGSize(width: 400, height: 400))
let view = SKView(frame: CGRect(origin: .zero, size: scene.size))
XCPlaygroundPage.currentPage.liveView = view
view.presentScene(scene)

答案 1 :(得分:1)

在我的初步答案之后的评论中,@ OriginalAlchemist询问是否可以修改HorizontalGradientNode以循环使用两组以上的颜色。这是一种方法(假设我的第一个答案中的CGImage.withHorizontalGradient(size:colors:)可用):

class HorizontalGradientNode : SKNode {

    init(size: CGSize, gradientColorSets: [[CGColor]], wait: NSTimeInterval, duration: NSTimeInterval) {
        super.init()

        var i = 0
        let setNextGradientTexture = SKAction.customActionWithDuration(0) { (node, _) in
            guard let sprite = node as? SKSpriteNode else { return }
            let colors = gradientColorSets[i]
            i = (i + 1) % gradientColorSets.count
            guard let image = CGImage.withHorizontalGradient(size: size, colors: colors) else { return }
            sprite.texture = SKTexture(CGImage: image)
            sprite.size = sprite.texture!.size()
        }

        let sprite1 = SKSpriteNode()
        let sprite2 = SKSpriteNode()

        sprite1.runAction(setNextGradientTexture)

        sprite2.alpha = 0
        sprite2.runAction(
            .repeatActionForever(
                .sequence(
                    [
                         setNextGradientTexture,
                        .waitForDuration(wait),
                        .fadeInWithDuration(duration),
                        .runBlock({ sprite1.runAction(setNextGradientTexture) }),
                        .waitForDuration(wait),
                        .fadeOutWithDuration(duration)
                    ]
                )
            )
        )

        addChild(sprite1)
        addChild(sprite2)
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
}

用法:

// assuming
scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)

let gradientColorSets: [[CGColor]] = [
    [.AliceBlue, .BurlyWood], // note that you can have more than two colours per set
    [.BurlyWood, .CornflowerBlue],
    [.CornflowerBlue, .ForestGreen],
    [.ForestGreen, .AliceBlue]
]

let bg = HorizontalGradientNode(size: scene.size, gradientColorSets: gradientColorSets, wait: 1, duration: 2)
scene.addChild(bg)

@OriginalAlchemist还要求提供名为CGColors的iOS兼容版本:

public extension CGColor {

    public static func withHex(hex: Int, alpha: CGFloat = 1) -> CGColor {
        let x = max(0, min(hex, 0xffffff)) // allows force unwrapping of the return value
        let r = CGFloat((x & 0xff0000) >> 16)   / 0xff
        let g = CGFloat((x & 0x00ff00) >> 8)    / 0xff
        let b = CGFloat( x & 0x0000ff)          / 0xff
        let cp = CGColorSpaceCreateDeviceRGB()
        return CGColorCreate(cp, [r, g, b, alpha])!
    }

    public static var AliceBlue: CGColor { return .withHex(0xF0F8FF) }
    public static var BurlyWood: CGColor { return .withHex(0xDEB887) }
    public static var CornflowerBlue: CGColor { return .withHex(0x6495ED) }
    public static var ForestGreen: CGColor { return .withHex(0x228B22) }
    // see named colours at: http://www.w3schools.com/colors/colors_names.asp
}
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