I have a moving black image on a dark screen, to make it easier to see I would like to add in a white glow to the image. This is my code for the moving image:
Ghost = SKSpriteNode(imageNamed: "Ghost1")
Ghost.size = CGSize(width: 50, height: 50)
Ghost.position = CGPoint(x: self.frame.width / 2 - Ghost.frame.width, y: self.frame.height / 2)
Ghost.physicsBody = SKPhysicsBody(circleOfRadius: Ghost.frame.height / 1.4)
Ghost.physicsBody?.categoryBitMask = PhysicsCatagory.Ghost
Ghost.physicsBody?.collisionBitMask = PhysicsCatagory.Ground | PhysicsCatagory.Wall
Ghost.physicsBody?.contactTestBitMask = PhysicsCatagory.Ground | PhysicsCatagory.Wall | PhysicsCatagory.Score
Ghost.physicsBody?.affectedByGravity = false
Ghost.physicsBody?.isDynamic = true
Ghost.zPosition = 2
self.addChild(Ghost)
I'm not sure how or what to use to add in a glow, if you need more information please ask.
I created this extension to add a glow effect to an SKSpriteNode
Just add this to your project
extension SKSpriteNode {
func addGlow(radius: Float = 30) {
let effectNode = SKEffectNode()
effectNode.shouldRasterize = true
addChild(effectNode)
let effect = SKSpriteNode(texture: texture)
effect.color = self.color
effect.colorBlendFactor = 1
effectNode.addChild(effect)
effectNode.filter = CIFilter(name: "CIGaussianBlur", parameters: ["inputRadius":radius])
}
}
Now given an SKSpriteNode
let sun = SKSpriteNode(imageNamed: "sun")
all you have to do it
sun.addGlow()
Just to add to this, you can perform this on any type of SKNode by first rendering its contents using the texture(from:SKNode) method available on an SKView instance.
Example:
extension SKNode
{
func addGlow(radius:CGFloat=30)
{
let view = SKView()
let effectNode = SKEffectNode()
let texture = view.texture(from: self)
effectNode.shouldRasterize = true
effectNode.filter = CIFilter(name: "CIGaussianBlur",withInputParameters: ["inputRadius":radius])
addChild(effectNode)
effectNode.addChild(SKSpriteNode(texture: texture))
}
}
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