I want to get precise selection of my object on game map. Object is a sprite with which has some transparent pixels around and I want to test touch location for these transparent pixels. Any clue?
In Sprite Kit you don't have access to texture data.
Instead you'd have to create a bit mask from the image, for example by loading the image as UIImage or CGImage and scanning for all non-transparent pixels.
You can subclass SKSpriteNode, add a reference to the image and check the alpha of that image, when detecting touches.
1) Add an instance variable to hold your image
@implementation DraggableSprite {
UIImage *_holdingImage;
}
2) Then in init method you can save the reference to that image
-(id)initWithImageNamed:(NSString *)name {
if (self=[super initWithImageNamed:name]) {
self.userInteractionEnabled = YES;//enable touches handling
self.anchorPoint = P(0,0);
_holdingImage = [UIImage imageNamed:name];
}
return self;
}
3) Detect the touches
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
CGFloat a = [UIImage getAlphaFromImage:_holdingImage atX:positionInScene.x andY:self.size.height-positionInScene.y];
NSLog(@"alpha is %f",a);
}
4) The alpha checking function
+(CGFloat)getAlphaFromImage:(UIImage*)image atX:(NSInteger)xx andY:(NSInteger)yy {
// Cancel if point is outside image coordinates
if (!CGRectContainsPoint(CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), CGPointMake(xx,yy))) {
return 0;
}
// Create a 1x1 pixel byte array and bitmap context to draw the pixel into.
// Reference: http://stackoverflow.com/questions/1042830/retrieving-a-pixel-alpha-value-for-a-uiimage
NSInteger pointX = xx;
NSInteger pointY = yy;
CGImageRef cgImage = image.CGImage;
NSUInteger width = image.size.width;
NSUInteger height = image.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
int bytesPerPixel = 4;
int bytesPerRow = bytesPerPixel * 1;
NSUInteger bitsPerComponent = 8;
unsigned char pixelData[4] = { 0, 0, 0, 0 };
CGContextRef context = CGBitmapContextCreate(pixelData,
1,
1,
bitsPerComponent,
bytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextSetBlendMode(context, kCGBlendModeCopy);
// Draw the pixel we are interested in onto the bitmap context
CGContextTranslateCTM(context, -pointX, pointY-(CGFloat)height);
CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, (CGFloat)width, (CGFloat)height), cgImage);
CGContextRelease(context);
CGFloat alpha = (CGFloat)pixelData[3] / 255.0f;
return alpha;
}
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With