I've been reading resolved questions on how to programmatically take a screenshot but I can't seem to get what I've read to work in sprite kit. For instance:
This question How to take a screenshot programmatically
UIGraphicsBeginImageContext(self.window.bounds.size);
[self.window.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSData * data = UIImagePNGRepresentation(image);
[data writeToFile:@"foo.png" atomically:YES];
UPDATE April 2011: for retina display, change the first line into this:
if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)])
UIGraphicsBeginImageContextWithOptions(self.window.bounds.size, NO, [UIScreen mainScreen].scale);
else
UIGraphicsBeginImageContext(self.window.bounds.size);
gave me this information, which I tested on my game but it didn't work because window was not recognized on an SKScene. I tried replacing it with scene but that didn't work. Any suggestions?
I also tried this:
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, scale);
[self drawViewHierarchyInRect:self.bounds afterScreenUpdates:YES];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Which I found in this question: ios Sprite Kit screengrab?
But it didn't seem to work either because it didn't recognize scale, or bounds in the second line.
This is the best solution to take a screen shoot in your Sprite-Kit
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, 1);
[self.view drawViewHierarchyInRect:self.view.bounds afterScreenUpdates:YES];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return viewImage;
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