我刚刚开始使用ios开发,我无法弄清楚如何画一个圆.我只是想画一个圆圈,将其设置为一个变量并显示在屏幕上,以便稍后将其用作主播放器.有人可以告诉我如何做到这一点,或者为我提供代码?
我在网上找到了这个代码:
var Circle = SKShapeNode(circleOfRadius: 40) Circle.position = CGPointMake(500,500) Circle.name = "defaultCircle" Circle.strokeColor = SKColor.blackColor() Circle.glowWidth = 10.0 Circle.fillColor = SKColor.yellowColor() Circle.physicsBody = SKPhysicsBody(circleOfRadius: 40) Circle.physicsBody?.dynamic = true //.physicsBody?.dynamic = true self.addChild(Circle)
但是当我将它放在xcode上并运行应用程序时,游戏场景中没有任何东西出现.
如果你只是想在某个时候画一个简单的圆圈就是这样的:
原文链接:https://www.f2er.com/swift/319638.htmlfunc oneLittleCircle(){ var Circle = SKShapeNode(circleOfRadius: 100 ) // Size of Circle Circle.position = CGPointMake(frame.midX,frame.midY) //Middle of Screen Circle.strokeColor = SKColor.blackColor() Circle.glowWidth = 1.0 Circle.fillColor = SKColor.orangeColor() self.addChild(Circle) }
以下代码绘制了用户触摸的圆圈.
您可以用下面的代码替换默认的iOS SpriteKit Project“GameScene.swift”代码.
// // Draw Circle At Touch .swift // Replace GameScene.swift in the Default SpriteKit Project,with this code. import SpriteKit class GameScene: SKScene { override func didMoveToView(view: SKView) { /* Setup your scene here */ scene?.backgroundColor = SKColor.whiteColor() //background color to white } override func touchesBegan(touches: NSSet,withEvent event: UIEvent) { /* Called when a touch begins */ for touch: AnyObject in touches { let location = touch.locationInNode(self) makeCirlceInPosition(location) // Call makeCircleInPostion,send touch location. } } // Where the Magic Happens! func makeCirlceInPosition(location: CGPoint){ var Circle = SKShapeNode(circleOfRadius: 70 ) // Size of Circle = Radius setting. Circle.position = location //touch location passed from touchesBegan. Circle.name = "defaultCircle" Circle.strokeColor = SKColor.blackColor() Circle.glowWidth = 1.0 Circle.fillColor = SKColor.clearColor() self.addChild(Circle) } override func update(currentTime: CFTimeInterval) { /* Called before each frame is rendered */ }}