SKKeyframeSequence上的Apple文档提供了用于创建渐变的简短示例代码:
let colorSequence = SKKeyframeSequence(keyframeValues: [SKColor.green, SKColor.yellow, SKColor.red, SKColor.blue], times: [0, 0.25, 0.5, 1]) colorSequence.interpolationMode = .linear stride(from: 0, to: 1, by: 0.001).forEach { let color = colorSequence.sample(atTime: CGFloat($0)) as! SKColor }
当与某种绘图系统结合使用时,据说输出: 如何从演示代码中的颜色序列采样中得出?
ps我没有任何线索如何使用SpriteKit对象绘制它,因此没有尝试代码.我不是要求代码,只是如何使用这个'数组'颜色来创建一个可以在SpriteKit中用作纹理的渐变的答案.
由于某些原因,颜色是不同的,但这是我使用他们的源代码提出的:
PG设置:
import SpriteKit import PlaygroundSupport let sceneView = SKView(frame: CGRect(origin: CGPoint.zero, size: CGSize(width: 1000, height: 450))) let scene = SKScene(size: CGSize(width: 1000, height: 450)) LOADSCENE: do { scene.backgroundColor = .white scene.anchorPoint = CGPoint(x: 0, y: 0.5) scene.physicsWorld.gravity = CGVector.zero sceneView.presentScene(scene) PlaygroundPage.current.liveView = sceneView }
解:
// Utility func: func drawLine(from point1: CGPoint, to point2: CGPoint, color: SKColor) { let linePath = CGMutablePath() linePath.move(to: point1) linePath.addLine(to: point2) let newLine = SKShapeNode(path: linePath) newLine.strokeColor = color newLine.lineWidth = 1 newLine.zPosition = 10 scene.addChild(newLine) newLine.position.x = point1.x } // Holds our soon-to-be-generated colors: var colors = [SKColor]() LOADCOLORS: do { let colorSequence = SKKeyframeSequence(keyframeValues: [SKColor.green, SKColor.yellow, SKColor.red, SKColor.blue], times: [0, 0.25, 0.5, 1]) colorSequence.interpolationMode = .linear stride(from: 0, to: 1, by: 0.001).forEach { colors.append(colorSequence.sample(atTime: CGFloat($0)) as! SKColor) } } DRAWGRAD: do { for i in 1...999 { let p1 = CGPoint(x: CGFloat(i), y: scene.frame.minY) let p2 = CGPoint(x: CGFloat(i), y: scene.frame.maxY) drawLine(from: p1, to: p2, color: colors[i]) } print("Give me my 25 cookie points, please and TY") }
然后你应该能够将其作为纹理:
let texture = sceneView.texture(from: scene)
由于某种原因,渲染这个花了大约一百万年来在我的gen2 i5上以2.6ghz渲染.将不得不调查,除非它只是一个PG错误......