I use this function to draw an triangle
func drawTriangle(size: CGFloat, x: CGFloat, y: CGFloat, up:Bool) {
let triangleLayer = CAShapeLayer()
let trianglePath = UIBezierPath()
trianglePath.move(to: .zero)
trianglePath.addLine(to: CGPoint(x: -size, y: up ? size : -size))
trianglePath.addLine(to: CGPoint(x: size, y: up ? size : -size))
trianglePath.close()
triangleLayer.path = trianglePath.cgPath
triangleLayer.fillColor = UIColor.white.cgColor
triangleLayer.anchorPoint = .zero
triangleLayer.position = CGPoint(x: x, y: y)
triangleLayer.name = "triangle"
layer.addSublayer(triangleLayer)
}
and call it:
drawTriangle(size: 10, x: frame.minX + 45, y: 40, up: false)
How I can modify this function to add a text/ label above or under this triangle by using same x and y coordinate.
Thank you so much for your help.
To add a label below the triangle you just need to create it at zero origin with zero size, choose the font size, set the text alignment to center and call sizeToFit. Then all you need to do is set the center of the label at the same point you have passed to the drawTriangle method but adding half of the label's height to the y value. To add it above the triangle you would need to subtract. half of the label's height and the size of the triangle.
let x = view.frame.minX + 45
let y: CGFloat = 40
drawTriangle(size: 10, x: x, y: y, up: false)
let label = UILabel(frame: .init(origin: .zero, size: .zero))
label.font = .systemFont(ofSize: 10)
label.textColor = .white
label.text = "StackOverFlow"
label.backgroundColor = .red
label.textAlignment = .center
label.sizeToFit()
let labelHalfHeight = label.frame.height/2
label.center = .init(x: x, y: y + labelHalfHeight)
view.backgroundColor = .blue
view.addSubview(label)
Related
I've been searching the internet for a while now and I couldn't come up with any solution.
I've created a SKLabelNode in my SpriteKit project which displays level numbers.
SKLabelNode:
let levelLbl = SKLabelNode(fontNamed: "LEMON-Bold")
levelLbl.text = "1"
levelLbl.fontSize = 100
levelLbl.fontColor = .grey
levelLbl.zPosition = 2
levelLbl.horizontalAlignmentMode = .center
levelLbl.verticalAlignmentMode = .center
levelLbl.position = CGPoint(x: frame.midX, y: frame.height * 0.75)
addChild(levelLbl)
Screenshot:
Screenshot of my label
I want to fill up the number of my label smoothly with white color from the bottom to the top with an animation so that after x seconds the label is completely white.
I don't want the color to fade in but rather to be filled up similar to a cup of water.
It would be amazing if someone could help me out here!
This is how far I came by using a SKCropNode. My problem is I don't know why I don't see an animation:
func labelAnimation() {
let levelLbl = SKLabelNode(fontNamed: "LEMON-Bold")
let blackRect = SKShapeNode(rectOf: CGSize(width: levelLbl.frame.width, height: levelLbl.frame.height))
blackRect.fillColor = .grey
blackRect.strokeColor = .grey
blackRect.position = CGPoint(x: 0, y: levelLbl.frame.height / 2)
let whiteRect = SKShapeNode(rectOf: CGSize(width: levelLbl.frame.width, height: levelLbl.frame.height))
whiteRect.fillColor = .white
whiteRect.strokeColor = .white
whiteRect.position = CGPoint(x: 0, y: -levelLbl.frame.height / 2)
//Level Node
levelNode.position = CGPoint(x: 0, y: 0)
levelNode.addChild(blackRect)
levelNode.addChild(whiteRect)
//Mask Node
levelLbl.text = "\(levelNr)"
levelLbl.fontSize = 100
levelLbl.horizontalAlignmentMode = .center
levelLbl.verticalAlignmentMode = .center
//Crop Node
cropNode.addChild(levelNode)
cropNode.maskNode = levelLbl
cropNode.position = CGPoint(x: frame.midX, y: frame.midY)
cropNode.zPosition = 5
addChild(cropNode)
//action
let movelevelNode = SKAction.move(to: CGPoint(x: 0, y: frame.height / 3), duration: 8)
levelNode.run(movelevelNode)
}
I'm trying to make a border like this:
With this code:
self.slot1.layer.cornerRadius = self.slot1.bounds.height / 2
self.slot1.layer.borderWidth = 1.5
self.slot1.layer.borderColor = UIColor.orange.cgColor
It produces:
How can i add a "spacing" between the border and the actual image?
You can achieve this using below extension
extension UIImage {
func imageWithInsets(insets: UIEdgeInsets) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(
CGSize(width: self.size.width + insets.left + insets.right,
height: self.size.height + insets.top + insets.bottom), false, self.scale)
let _ = UIGraphicsGetCurrentContext()
let origin = CGPoint(x: insets.left, y: insets.top)
self.draw(at: origin)
let imageWithInsets = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return imageWithInsets
}
}
Use below code to add space between image and border, i add here 20 you can give your own space
self.slot1.layer.cornerRadius = self.slot1.bounds.height / 2
self.slot1.layer.borderWidth = 1.5
self.slot1.layer.borderColor = UIColor.orange.cgColor
let image = self.slot1.image?.imageWithInsets(insets: UIEdgeInsets(top: 20, left: 20, bottom: 20, right: 20))
self.slot1.image = image
Hope this help!
Instead of trying to make space in between, take one UIView inside that put your UIImageView. UIImageView should have less width and height, then add corner radius to both but add border color to UIVIew only.
Your UI should be like this :
Run in playground
import PlaygroundSupport
import UIKit
let iv = UIImageView(frame: CGRect(x: 0.0, y: 0.0, width: 200, height: 200))
PlaygroundPage.current.liveView = iv
iv.backgroundColor = .blue
iv.layer.cornerRadius = 100
iv.layer.borderColor = UIColor.red.cgColor
iv.layer.borderWidth = 5
iv.layer.sublayers?.count
let layer2 = CAShapeLayer()
let newFrame = iv.bounds.insetBy(dx: 7, dy: 7)
layer2.path = UIBezierPath(roundedRect: newFrame, cornerRadius: newFrame.height / 2).cgPath
layer2.frame = iv.bounds
layer2.lineWidth = 5
layer2.strokeColor = UIColor.yellow.cgColor
layer2.fillColor = UIColor.clear.cgColor
iv.layer.addSublayer(layer2)
I have a UIBezierPath thats a rounded square. It somewhat looks like this:
Here's my code for the shape:
let shape = SKShapeNode()
shape.path = UIBezierPath(roundedRect: CGRect(x:(0), y: (0), width: (250), height: (400)), cornerRadius: 64).cgPath
shape.position = CGPoint(x: 0, y: 0)
print(shape.position)
shape.fillColor = UIColor.white
shape.strokeColor = UIColor.white
shape.lineWidth = 5
addChild(shape)
I want to center it in the middle of the screen, but using
shape.position = CGPoint(x: self.frame.width, y: self.frame.height)
doesn't work. Thanks!
I suggest that you center the UIBezierPath within the shape node. For example,
let width:CGFloat = 250
let height:CGFloat = 400
shape.path = UIBezierPath(roundedRect: CGRect(x:-width/2, y: -height/2, width: width, height: height), cornerRadius: 64).cgPath
You can center the shape in the scene by setting its position to (0, 0).
I was wondering what the physicsBody of a parent would be if all I do is this:
let combinedBodies = SKSpriteNode()
addChild(combinedBodies)
//Create its children like this as an example:
let child = SKSpriteNode(color: UIColor.red, size: CGSize(width: 10, height: 20))
child.physicsBody = SKPhysicsBody(rectangleOf: child.size)
child.physicsBody?.categoryBitMask = collisionType.child.rawValue
combinedBodies.addChild(child)
allBodies.append(child.physicsBody?)
Would the physicsBody of combinedBodies be the combination of all its children's physicsBodies, or would it have none and I would have to manually add it? Also, what would the categoryBitMask of the parent be? Would it be collisionType.child.rawValue if all of its children had that category, or would I manually have to give it its own category?
Edit: I have used this:
combinedBodies.physicsBody = SKPhysicsBody(bodies: )
I have a list where I store all the children's physicsBodies and then put that list into this command (I keep updating the combinedBodies.physicsBody when new and old children get deleted). However, now I have the problem that the physicsbodies of the parent aren't where the original physicsbodies of the children were (they are at different positions on the screen), they are in the middle of the screen. Is there a way to fix this?
I have also changed the physicsBody of the combinedBodies like this:
combinedBodies.physicsBody = SKPhysicsBody(bodies: allBodies)
combinedBodies.physicsBody?.isDynamic = true
combinedBodies.physicsBody?.categoryBitMask = collisionType.combinedBodies.rawValue
combinedBodies.physicsBody?.collisionBitMask = 0
combinedBodies.physicsBody?.contactTestBitMask = 0
combinedBodies.physicsBody?.affectedByGravity = false
combinedBodies.physicsBody?.friction = 0.0
Please note that all the code in this question is basically my code, just that the new children are created through an iteration with different positions, rotations, and colors.
EDIT WITH EXAMPLE CODE: I have been able to recreate my issue in a test program which I have added here (the allLine is the parent of ScreenLine and line in this code).
class GameScene: SKScene, SKPhysicsContactDelegate {
enum type: UInt32 {
case line = 1
case screenLine = 2
case allLine = 4
}
override func didMove(to view: SKView) {
let allLine = SKSpriteNode()
addChild(allLine)
var points = [CGPoint]()
var bodies = [SKPhysicsBody]()
points = [CGPoint(x: 0, y: 300), CGPoint(x: -200, y: 100)]
let width = 5.0
let height = {() -> Double in
let distX = abs(points[1].x - points[0].x)
let distY = abs(points[1].y - points[0].y)
let dist = sqrt((distX * distX) + (distY * distY))
return Double(dist)
}()
let ScreenLine = SKSpriteNode(color: UIColor.init(red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0), size: CGSize(width: width, height: height))
ScreenLine.position = CGPoint(x: ((points[1].x + points[0].x)/2), y: ((points[1].y + points[0].y)/2))
let rotation = {() -> CGFloat in
let m = (points[1].y - points[0].y)/(points[1].x - points[0].x)
let angle = CGFloat(Double.pi/2) - atan(m)
return -angle
}()
ScreenLine.zRotation = rotation
ScreenLine.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: width, height: height), center: CGPoint(x: 0, y: 0))
ScreenLine.physicsBody?.contactTestBitMask = type.screenLine.rawValue
ScreenLine.physicsBody?.collisionBitMask = 0
ScreenLine.physicsBody?.contactTestBitMask = 0
ScreenLine.physicsBody?.isDynamic = true
ScreenLine.physicsBody?.affectedByGravity = false
allLine.addChild(ScreenLine)
bodies.append(ScreenLine.physicsBody!)
points = [CGPoint(x: -100, y: 300), CGPoint(x: -300, y: 100)]
let line = SKSpriteNode(color: UIColor.init(red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0), size: CGSize(width: width, height: height))
line.position = CGPoint(x: ((points[1].x + points[0].x)/2), y: ((points[1].y + points[0].y)/2))
line.zRotation = rotation
line.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: width, height: height), center: CGPoint(x: 0, y: 0))
line.physicsBody?.contactTestBitMask = type.screenLine.rawValue
line.physicsBody?.collisionBitMask = 0
line.physicsBody?.contactTestBitMask = 0
line.physicsBody?.isDynamic = true
line.physicsBody?.affectedByGravity = false
allLine.addChild(line)
bodies.append(line.physicsBody!)
allLine.physicsBody = SKPhysicsBody(bodies: bodies)
allLine.physicsBody?.isDynamic = true
allLine.physicsBody?.categoryBitMask = type.allLine.rawValue
allLine.physicsBody?.collisionBitMask = 0
allLine.physicsBody?.contactTestBitMask = 0
allLine.physicsBody?.affectedByGravity = false
allLine.physicsBody?.friction = 0.0
}
}
UPDATE: Now by centering the physicsBody of the children to where the node is (not CGPoint.zero), but where I place the child on the screen, the physicsBody is in the right position when I add it to the list.
I set the line and screen line physicsBody positions like this:
ScreenLine.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: width, height: height), center: ScreenLine.position)
line.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: width, height: height), center: line.position)
PROBLEM THAT I'M CURRENTLY TRYING TO FIGURE OUT:
This makes the physicsBodies of allLine centred. However, they aren't rotated like they should be. They don't preserve their rotations. How do I fix this??
Thanks for any answers and help :D
I have a UILabel which I want to be displayed at the center of screen regardless of which iPhone it is played on!
But I can't get it right! It's always somewhere else but not in the middle.
what am i doing wrong?
Here is the picture and code of what is happening!
class end: SKScene {
var label = UILabel()
override func didMoveToView(view: SKView) {
scene?.backgroundColor = UIColor(red: CGFloat(59.0/255.0), green: CGFloat(89.0/255.0), blue: CGFloat(152.0/255.0), alpha: CGFloat(1.0))
let w = UIScreen.mainScreen().bounds.width
let h = UIScreen.mainScreen().bounds.height
label = UILabel(frame: CGRect(x: w / 2, y: h / 2, width: 120, height: 30))
label.text = "REPLAY"
label.center = CGPoint(x: w / 2, y: 2)
label.textColor = UIColor.whiteColor()
self.view?.addSubview(label)
I think your label actually is centered.
If I add a red background color like so:
label.backgroundColor = UIColor.redColor()
and change the vertical center to be the center of the screen, that is, changes this line in your example:
label.center = CGPoint(x: w / 2, y: 2)
to this:
label.center = CGPoint(x: w / 2, y: h / 2)
I end up with this:
So, the label actually is centered. The text however, is not centered in the label, which makes it seems as if the text is not centered when you have no background color.
If I change the textAlignment to .Center and remove the background color again I end up with this result:
The final code example looks like this:
override func didMoveToView(view: SKView) {
scene?.backgroundColor = UIColor(red: CGFloat(59.0/255.0), green: CGFloat(89.0/255.0), blue: CGFloat(152.0/255.0), alpha: CGFloat(1.0))
let w = UIScreen.mainScreen().bounds.width
let h = UIScreen.mainScreen().bounds.height
label = UILabel(frame: CGRect(x: w / 2, y: h / 2, width: 120, height: 30))
label.text = "REPLAY"
label.center = CGPoint(x: w / 2, y: h / 2)
label.textAlignment = .Center
label.textColor = UIColor.whiteColor()
self.view?.addSubview(label)
}
And when all that is said, then maybe you should look into the SKLabelNode as #whirlwind suggests in the comment, that way your label becomes an integrated part of the SKScene and not something that is bolted to the outer UIView (if that makes any sense to you).
Hope this helps you.
Best option is going for autolayout. You can set it vertically and horizontally aligned to view. Regardless of display or orientation it works.
You can use either interface builder or you can add autolayoutconstraints
The easiest way would be to use:
label.center = view.center