Is it possible to create a SKSpriteNode that displays only a part of a texture?
For example, can I create a square with size 100x100 displaying the specific region of a texture of size 720x720 like from x1=300 to x2=400 and y1=600 to y2=700?
Thanks for your help.
Try something like this:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
let visibleArea = SKSpriteNode(color: .black, size: CGSize(width:100,height:100))
let parentNode = SKSpriteNode(color: .white, size: CGSize(width:200, height:200))
override func didMove(to view: SKView) {
let cropNode = SKCropNode()
let texture = SKSpriteNode(imageNamed: "Spaceship")
visibleArea.position = CGPoint(x: 0, y: 100)
cropNode.maskNode = visibleArea
cropNode.addChild(texture)
addChild(cropNode)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.location(in: self)
let previousPosition = touch.previousLocation(in: self)
let translation = CGPoint(x: location.x - previousPosition.x , y: location.y - previousPosition.y )
visibleArea.position = CGPoint(x: visibleArea.position.x + translation.x , y: visibleArea.position.y + translation.y)
}
}
}
Overriden touchesMoved method is there just because of better example. What I did here, is:
Here is the result:

If you want to break up a texture into smaller chunks of textures to be used as puzzle pieces, then you want to use SKTexture(rect: in texture:)
Here is an example of how to use it:
let texture = SKTexture(...) //How ever you plan on getting main texture
let subTextureRect = CGRect(x:0,y:0.width:10,height:10) // The actual location and size of where you want to grab the sub texture from main texture
let subTexture = SKTexture(rect:subTextureRect, in:texture);
You now have a chunk of the sub texture to use in other nodes.
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