在 xcode 中使用精灵表
Using sprite sheets in xcode
我正在尝试使用 sprite sheet 为我的游戏制作动画。我将如何从 sprite sheet 中切出每个 sprite 并在 xcode 中使用该 sprite?我目前正在使用 obj -c。我在某处读到我需要使用框架 cocoa2d 才能做到这一点?
在 sprite kit 中,您可以使用 SKTexture(rect: inTexture:)
初始值设定项来剪切部分纹理。这是一个帮助程序 class,它管理一个均匀间隔的精灵 sheet 并且可以在给定的行和列处剪切纹理。它像So
一样使用
let sheet=SpriteSheet(texture: SKTexture(imageNamed: "spritesheet"), rows: 1, columns: 11, spacing: 1, margin: 1)
let sprite=SKSpriteNode(texture: sheet.textureForColumn(0, row: 0))
这是完整的代码
//
// SpriteSheet.swift
//
import SpriteKit
class SpriteSheet {
let texture: SKTexture
let rows: Int
let columns: Int
var margin: CGFloat=0
var spacing: CGFloat=0
var frameSize: CGSize {
return CGSize(width: (self.texture.size().width-(self.margin*2+self.spacing*CGFloat(self.columns-1)))/CGFloat(self.columns),
height: (self.texture.size().height-(self.margin*2+self.spacing*CGFloat(self.rows-1)))/CGFloat(self.rows))
}
init(texture: SKTexture, rows: Int, columns: Int, spacing: CGFloat, margin: CGFloat) {
self.texture=texture
self.rows=rows
self.columns=columns
self.spacing=spacing
self.margin=margin
}
convenience init(texture: SKTexture, rows: Int, columns: Int) {
self.init(texture: texture, rows: rows, columns: columns, spacing: 0, margin: 0)
}
func textureForColumn(column: Int, row: Int)->SKTexture? {
if !(0...self.rows ~= row && 0...self.columns ~= column) {
//location is out of bounds
return nil
}
var textureRect=CGRect(x: self.margin+CGFloat(column)*(self.frameSize.width+self.spacing)-self.spacing,
y: self.margin+CGFloat(row)*(self.frameSize.height+self.spacing)-self.spacing,
width: self.frameSize.width,
height: self.frameSize.height)
textureRect=CGRect(x: textureRect.origin.x/self.texture.size().width, y: textureRect.origin.y/self.texture.size().height,
width: textureRect.size.width/self.texture.size().width, height: textureRect.size.height/self.texture.size().height)
return SKTexture(rect: textureRect, inTexture: self.texture)
}
}
边距属性 是图像边缘和精灵之间的间隙。间距是每个精灵之间的间隙。 fameSize 是每个精灵的大小。这张图片解释了它:
由于原始问题被标记为 Objective-C,因此这里是该 SpriteSheet class 的该语言的粗略版本。希望这对您有所帮助:
#import "SpriteSheet.h"
@interface SpriteSheet ()
@property (nonatomic, strong) SKTexture *texture;
@property (nonatomic) NSInteger rows;
@property (nonatomic) NSInteger cols;
@property (nonatomic) CGFloat margin;
@property (nonatomic) CGFloat spacing;
@property (nonatomic, getter=frameSize) CGSize frameSize;
@end
@implementation SpriteSheet
- (instancetype)initWithTextureName:(NSString *)name rows:(NSInteger)rows cols:(NSInteger)cols margin:(CGFloat)margin spacing:(CGFloat)spacing {
SKTexture *texture = [SKTexture textureWithImageNamed:name];
return [self initWithTexture:texture rows:rows cols:cols margin:margin spacing:spacing];
}
- (instancetype)initWithTexture:(SKTexture *)texture rows:(NSInteger)rows cols:(NSInteger)cols {
return [self initWithTexture:texture rows:rows cols:cols margin:0 spacing:0];
}
- (instancetype)initWithTexture:(SKTexture *)texture rows:(NSInteger)rows cols:(NSInteger)cols margin:(CGFloat)margin spacing:(CGFloat)spacing {
if (self == [super init]) {
_texture = texture;
_rows = rows;
_cols = cols;
_margin = margin;
_spacing = spacing;
_frameSize = [self frameSize];
}
return self;
}
- (CGSize)frameSize {
CGSize newSize = CGSizeMake((self.texture.size.width - (self.margin * 2.0 + self.spacing * ((CGFloat)self.cols - 1.0))) / ((CGFloat)self.cols),
(self.texture.size.height - ((self.margin * 2.0) + (self.spacing * ((CGFloat)self.rows - 1.0))) / ((CGFloat)self.rows)));
return newSize;
}
- (SKTexture *)textureForColumn:(NSInteger)column andRow:(NSInteger)row {
if (column >= (self.cols) || row >= (self.rows)) {
NSLog(@"Asking for row or col greater than spritesheet");
return nil;
}
CGRect textureRect = CGRectMake(self.margin + (column * self.frameSize.width + self.spacing) - self.spacing,
self.margin + (row * self.frameSize.width + self.spacing) - self.spacing, // note using width here
self.frameSize.width,
self.frameSize.height);
textureRect = CGRectMake(textureRect.origin.x / self.texture.size.width, textureRect.origin.y / self.texture.size.height, textureRect.size.width / self.texture.size.width, textureRect.size.height/self.texture.size.height);
return [SKTexture textureWithRect:textureRect inTexture:self.texture];
}
我将其添加到一个单独的答案中,因为它包含我发现的两个重要内容:
第一个:
var textureRect=CGRect(x: self.margin+CGFloat(column)*(self.frameSize.width+self.spacing)-self.spacing,
y: self.margin+CGFloat(row)*(self.frameSize.width+self.spacing)-self.spacing,
width: self.frameSize.width,
height: self.frameSize.height)
Swift 中的这段代码及其 Objective-C 对应的代码都有一个错误。 self.frameSize.width
用于行和列计算。高度需要用于列。
第二个:
SKTexture
的坐标系将其 (0,0) 原点放在图像的左下角,制作精灵时必须考虑到这一点,否则需要更改代码。
例如,您可以像这样获取精灵从左上角到右下角的所有帧:
var anim = [SKTexture]()
for row in (0..<self.rows).reversed() {
for column in 0..<self.columns {
if let frame = textureForColumn(column: column, row: row) {
anim.append(frame)
}
}
}
PS。我对SpriteKit没有太多经验,所以如果我的回答有任何错误,请指正。
我修复了从上到下、从左到右获取精灵的问题。
还添加了总帧数,因此如果您没有包含所有帧的精灵,您可以设置总帧数,使数组只包含精灵,不包含空白精灵。
//
// SpriteSheet.swift
//
import SpriteKit
class SpriteSheet {
let texture: SKTexture
let rows: Int
let columns: Int
var margin: CGFloat=0
var spacing: CGFloat=0
var frameSize: CGSize {
return CGSize(width: (self.texture.size().width-(self.margin*2+self.spacing*CGFloat(self.columns-1)))/CGFloat(self.columns),
height: (self.texture.size().height-(self.margin*2+self.spacing*CGFloat(self.rows-1)))/CGFloat(self.rows))
}
init(texture: SKTexture, rows: Int, columns: Int, spacing: CGFloat, margin: CGFloat) {
self.texture=texture
self.rows=rows
self.columns=columns
self.spacing=spacing
self.margin=margin
}
convenience init(texture: SKTexture, rows: Int, columns: Int) {
self.init(texture: texture, rows: rows, columns: columns, spacing: 0, margin: 0)
}
func textureForColumn(column: Int, row: Int)->SKTexture? {
if !(0...self.rows ~= row && 0...self.columns ~= column) {
return nil
}
var textureRect = CGRect(x: self.margin + CGFloat(column) * (self.frameSize.width+self.spacing)-self.spacing, y: self.margin + CGFloat(self.rows - row - 1) * (self.frameSize.height+self.spacing)-self.spacing,
width: self.frameSize.width,
height: self.frameSize.height)
textureRect = CGRect(x: textureRect.origin.x/self.texture.size().width, y: textureRect.origin.y/self.texture.size().height,
width: textureRect.size.width/self.texture.size().width, height: textureRect.size.height/self.texture.size().height)
return SKTexture(rect: textureRect, in: self.texture)
}
}
要调用,只需添加这样的动画:
fileprivate let framesOpening: [SKTexture] = {
let totalFrames = 28
let rows = 6
let columns = 5
let sheet = SpriteSheet(texture: SKTexture(imageNamed: "GETREADY"), rows: rows, columns: columns, spacing: 0, margin: 0)
var frames = [SKTexture]()
var count = 0
for row in (0..<rows) {
for column in (0..<columns){
if count < totalFrames {
if let texture = sheet.textureForColumn(column: column, row: row) {
frames.append(texture)
}
}
count+=1
}
}
return frames
}()
并称之为
let sprite1 = SKSpriteNode(texture: framesOpening.first)
let openingAnimation: SKAction = SKAction.animate(with: framesOpening, timePerFrame: 0.2, resize: false, restore: true)
sprite1.position = CGPoint(x: frame.midX, y: frame.midY)
sprite1.zPosition = 2000
self.addChild(sprite1)
sprite1.run(SKAction.repeatForever(openingAnimation))
我正在尝试使用 sprite sheet 为我的游戏制作动画。我将如何从 sprite sheet 中切出每个 sprite 并在 xcode 中使用该 sprite?我目前正在使用 obj -c。我在某处读到我需要使用框架 cocoa2d 才能做到这一点?
在 sprite kit 中,您可以使用 SKTexture(rect: inTexture:)
初始值设定项来剪切部分纹理。这是一个帮助程序 class,它管理一个均匀间隔的精灵 sheet 并且可以在给定的行和列处剪切纹理。它像So
let sheet=SpriteSheet(texture: SKTexture(imageNamed: "spritesheet"), rows: 1, columns: 11, spacing: 1, margin: 1)
let sprite=SKSpriteNode(texture: sheet.textureForColumn(0, row: 0))
这是完整的代码
//
// SpriteSheet.swift
//
import SpriteKit
class SpriteSheet {
let texture: SKTexture
let rows: Int
let columns: Int
var margin: CGFloat=0
var spacing: CGFloat=0
var frameSize: CGSize {
return CGSize(width: (self.texture.size().width-(self.margin*2+self.spacing*CGFloat(self.columns-1)))/CGFloat(self.columns),
height: (self.texture.size().height-(self.margin*2+self.spacing*CGFloat(self.rows-1)))/CGFloat(self.rows))
}
init(texture: SKTexture, rows: Int, columns: Int, spacing: CGFloat, margin: CGFloat) {
self.texture=texture
self.rows=rows
self.columns=columns
self.spacing=spacing
self.margin=margin
}
convenience init(texture: SKTexture, rows: Int, columns: Int) {
self.init(texture: texture, rows: rows, columns: columns, spacing: 0, margin: 0)
}
func textureForColumn(column: Int, row: Int)->SKTexture? {
if !(0...self.rows ~= row && 0...self.columns ~= column) {
//location is out of bounds
return nil
}
var textureRect=CGRect(x: self.margin+CGFloat(column)*(self.frameSize.width+self.spacing)-self.spacing,
y: self.margin+CGFloat(row)*(self.frameSize.height+self.spacing)-self.spacing,
width: self.frameSize.width,
height: self.frameSize.height)
textureRect=CGRect(x: textureRect.origin.x/self.texture.size().width, y: textureRect.origin.y/self.texture.size().height,
width: textureRect.size.width/self.texture.size().width, height: textureRect.size.height/self.texture.size().height)
return SKTexture(rect: textureRect, inTexture: self.texture)
}
}
边距属性 是图像边缘和精灵之间的间隙。间距是每个精灵之间的间隙。 fameSize 是每个精灵的大小。这张图片解释了它:
由于原始问题被标记为 Objective-C,因此这里是该 SpriteSheet class 的该语言的粗略版本。希望这对您有所帮助:
#import "SpriteSheet.h"
@interface SpriteSheet ()
@property (nonatomic, strong) SKTexture *texture;
@property (nonatomic) NSInteger rows;
@property (nonatomic) NSInteger cols;
@property (nonatomic) CGFloat margin;
@property (nonatomic) CGFloat spacing;
@property (nonatomic, getter=frameSize) CGSize frameSize;
@end
@implementation SpriteSheet
- (instancetype)initWithTextureName:(NSString *)name rows:(NSInteger)rows cols:(NSInteger)cols margin:(CGFloat)margin spacing:(CGFloat)spacing {
SKTexture *texture = [SKTexture textureWithImageNamed:name];
return [self initWithTexture:texture rows:rows cols:cols margin:margin spacing:spacing];
}
- (instancetype)initWithTexture:(SKTexture *)texture rows:(NSInteger)rows cols:(NSInteger)cols {
return [self initWithTexture:texture rows:rows cols:cols margin:0 spacing:0];
}
- (instancetype)initWithTexture:(SKTexture *)texture rows:(NSInteger)rows cols:(NSInteger)cols margin:(CGFloat)margin spacing:(CGFloat)spacing {
if (self == [super init]) {
_texture = texture;
_rows = rows;
_cols = cols;
_margin = margin;
_spacing = spacing;
_frameSize = [self frameSize];
}
return self;
}
- (CGSize)frameSize {
CGSize newSize = CGSizeMake((self.texture.size.width - (self.margin * 2.0 + self.spacing * ((CGFloat)self.cols - 1.0))) / ((CGFloat)self.cols),
(self.texture.size.height - ((self.margin * 2.0) + (self.spacing * ((CGFloat)self.rows - 1.0))) / ((CGFloat)self.rows)));
return newSize;
}
- (SKTexture *)textureForColumn:(NSInteger)column andRow:(NSInteger)row {
if (column >= (self.cols) || row >= (self.rows)) {
NSLog(@"Asking for row or col greater than spritesheet");
return nil;
}
CGRect textureRect = CGRectMake(self.margin + (column * self.frameSize.width + self.spacing) - self.spacing,
self.margin + (row * self.frameSize.width + self.spacing) - self.spacing, // note using width here
self.frameSize.width,
self.frameSize.height);
textureRect = CGRectMake(textureRect.origin.x / self.texture.size.width, textureRect.origin.y / self.texture.size.height, textureRect.size.width / self.texture.size.width, textureRect.size.height/self.texture.size.height);
return [SKTexture textureWithRect:textureRect inTexture:self.texture];
}
我将其添加到一个单独的答案中,因为它包含我发现的两个重要内容:
第一个:
var textureRect=CGRect(x: self.margin+CGFloat(column)*(self.frameSize.width+self.spacing)-self.spacing,
y: self.margin+CGFloat(row)*(self.frameSize.width+self.spacing)-self.spacing,
width: self.frameSize.width,
height: self.frameSize.height)
Swift 中的这段代码及其 Objective-C 对应的代码都有一个错误。 self.frameSize.width
用于行和列计算。高度需要用于列。
第二个:
SKTexture
的坐标系将其 (0,0) 原点放在图像的左下角,制作精灵时必须考虑到这一点,否则需要更改代码。
例如,您可以像这样获取精灵从左上角到右下角的所有帧:
var anim = [SKTexture]()
for row in (0..<self.rows).reversed() {
for column in 0..<self.columns {
if let frame = textureForColumn(column: column, row: row) {
anim.append(frame)
}
}
}
PS。我对SpriteKit没有太多经验,所以如果我的回答有任何错误,请指正。
我修复了从上到下、从左到右获取精灵的问题。
还添加了总帧数,因此如果您没有包含所有帧的精灵,您可以设置总帧数,使数组只包含精灵,不包含空白精灵。
//
// SpriteSheet.swift
//
import SpriteKit
class SpriteSheet {
let texture: SKTexture
let rows: Int
let columns: Int
var margin: CGFloat=0
var spacing: CGFloat=0
var frameSize: CGSize {
return CGSize(width: (self.texture.size().width-(self.margin*2+self.spacing*CGFloat(self.columns-1)))/CGFloat(self.columns),
height: (self.texture.size().height-(self.margin*2+self.spacing*CGFloat(self.rows-1)))/CGFloat(self.rows))
}
init(texture: SKTexture, rows: Int, columns: Int, spacing: CGFloat, margin: CGFloat) {
self.texture=texture
self.rows=rows
self.columns=columns
self.spacing=spacing
self.margin=margin
}
convenience init(texture: SKTexture, rows: Int, columns: Int) {
self.init(texture: texture, rows: rows, columns: columns, spacing: 0, margin: 0)
}
func textureForColumn(column: Int, row: Int)->SKTexture? {
if !(0...self.rows ~= row && 0...self.columns ~= column) {
return nil
}
var textureRect = CGRect(x: self.margin + CGFloat(column) * (self.frameSize.width+self.spacing)-self.spacing, y: self.margin + CGFloat(self.rows - row - 1) * (self.frameSize.height+self.spacing)-self.spacing,
width: self.frameSize.width,
height: self.frameSize.height)
textureRect = CGRect(x: textureRect.origin.x/self.texture.size().width, y: textureRect.origin.y/self.texture.size().height,
width: textureRect.size.width/self.texture.size().width, height: textureRect.size.height/self.texture.size().height)
return SKTexture(rect: textureRect, in: self.texture)
}
}
要调用,只需添加这样的动画:
fileprivate let framesOpening: [SKTexture] = {
let totalFrames = 28
let rows = 6
let columns = 5
let sheet = SpriteSheet(texture: SKTexture(imageNamed: "GETREADY"), rows: rows, columns: columns, spacing: 0, margin: 0)
var frames = [SKTexture]()
var count = 0
for row in (0..<rows) {
for column in (0..<columns){
if count < totalFrames {
if let texture = sheet.textureForColumn(column: column, row: row) {
frames.append(texture)
}
}
count+=1
}
}
return frames
}()
并称之为
let sprite1 = SKSpriteNode(texture: framesOpening.first)
let openingAnimation: SKAction = SKAction.animate(with: framesOpening, timePerFrame: 0.2, resize: false, restore: true)
sprite1.position = CGPoint(x: frame.midX, y: frame.midY)
sprite1.zPosition = 2000
self.addChild(sprite1)
sprite1.run(SKAction.repeatForever(openingAnimation))