我希望我的游戏有这样的效果,我尝试了很多选择。我尝试使用粒子来提高性能,但甚至无法接近。我知道你可以使用 Shaders 来完成它,但我没有走那条路,而且在 iOS 12 中,Shaders 无论如何都不会支持 Open GL。最后我选择了 CropNodes。
这是我的眩光图像,因为它略带透明的白色图像,所以很难看到。
这是我使用 CropNodes 获得的结果
class Glare: SKSpriteNode {
var glare = SKSpriteNode()
private var cropNode = SKCropNode()
init(color: UIColor, size: CGSize) {
super.init(texture: nil, color: color, size: size)
alpha = 0.7
zPosition = 10
setupGlare()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func setupGlare() {
let buffer: CGFloat = 10
let mask = SKSpriteNode(texture: nil, color: .black, size: self.size)
let texture = SKTextureAtlas(named: "Sprites").textureNamed("glare")
glare = SKSpriteNode(texture: texture)
glare.position = CGPoint(x: 0 - (self.size.width / 2 + buffer), y: self.size.height / 2 + buffer)
glare.setScale(3.50)
glare.zPosition = 1
cropNode.zPosition = 2
cropNode.maskNode = mask
cropNode.addChild(glare)
let random = Double(CGFloat.random(min: 0, max: 1))
let pause = SKAction.wait(forDuration: random)
let move = SKAction.moveBy(x: self.size.width + buffer * 2, y: 0 - (self.size.height + buffer * 2), duration: 0.5)
let wait = SKAction.wait(forDuration: 1.0)
let reset = SKAction.moveBy(x: 0 - (self.size.width + buffer * 2), y: self.size.height + buffer * 2, duration: 0.0)
let seq = SKAction.sequence([move, wait, reset])
let repeater = SKAction.repeatForever(seq)
let repeaterSeq = SKAction.sequence([pause, repeater])
glare.run(repeaterSeq)
}
func showGlare(texture: SKTexture) {
let mask = SKSpriteNode(texture: texture)
cropNode.maskNode = mask
glare.isHidden = false
if cropNode.parent == nil { self.addChild(cropNode)}
}
func hideGlare() {
glare.isHidden = true
//remove cropnode from the node tree
cropNode.removeFromParent()
}
}
然后在我的 GameScene 中...
我将眩光添加到眩光层,但这不是必需的。当游戏加载时,我也会提前为所有 15 个插槽创建眩光并将它们放在一个数组中。这样我就不必动态创建它们,我可以随时打开插槽 10,也可以将其关闭。
private var glares = [Glare]()
let glare = Glare(color: .clear, size: CGSize(width: kSymbolSize, height: kSymbolSize))
glare.position = CGPoint(x: (CGFloat(x - 1) * kSymbolSize) + (kSymbolSize / 2), y: 0 - (CGFloat(y) * kSymbolSize) + (kSymbolSize / 2))
glare.zPosition = 100
glareLayer.addChild(glare)
glares.append(glare)
当我想在插槽上显示眩光时
在此处为您编辑纹理将只是一个与您的瓷砖大小相同的空白方形纹理。
glares[index].showGlare(texture: symbol.texture!)
当我想隐藏它时
glares[index].hideGlare()