ios - How to show GKPath in GameplayKit -


is there trick show gkpath?

for example path:

class scenariopath: gkpath {      //set     //   |  |  |  |  |  |     // --a--b--c--d--e--f--     //   |  |  |  |  |  |     //6 punti con raggio quasi 600 e lato 500 va bene per scenario 2k * 3k     static let lato = float(500.0)     static let maxy = float(0.0)     static let radius : float = 600.0      static let maxynormalize = maxy - radius      static let pts = [         vector_float2(-lato,maxynormalize),         vector_float2(+lato,maxynormalize),         vector_float2(-2*lato,maxynormalize),         vector_float2(+2*lato,maxynormalize),         vector_float2(-3*lato,maxynormalize),         vector_float2(+3*lato,maxynormalize)]       init () {         super.init(points: unsafemutablepointer(scenariopath.pts), count: scenariopath.pts.count, radius: scenariopath.radius, cyclical: true)     }   } 

i'm looking simple func show path. thanks

gameplaykit not graphics framework. it's low-level toolkit can use any graphics framework. doesn't have features drawing gkpaths because there @ least many ways of interpreting path there graphics toolkits , coordinate systems with.

since you're working spritekit, it's not hard make cgpath using same set of points gkpath, assign skshapenode place in scene.

you can find apple sample code inside 2 of larger demo projects: agentscatalog , demobots.

here's bit started:

// btw, vector_float2 typealias float2, // , arrayliteralconvertible, can write array shorter: let pts: [float2] = [     [-lato,maxynormalize],     [+lato,maxynormalize],     // ... ]  // cgpoint extension make conversion more readable , reusable extension cgpoint {     init(_ vector: float2) {         self.init(x: cgfloat(vector.x), y: cgfloat(vector.y))     } }  // make array of cgpoints array of float2 let cgpoints = pts.map(cgpoint.init) // use array create shape node let node = skshapenode(points: unsafemutablepointer(cgpoints), count: cgpoints.count) 

this, of course, assumes path specified in same coordinate system scene. if not you'll need transformations.


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