I'm a beginner following the tutorial here for drawing shapes in Swift.
import SpriteKit
class GameScene: SKScene {
var activeSlice: SKShapeNode!
var activeSlicePoints = [CGPoint]()
override func didMove(to view: SKView) {
createSlices()
}
func createSlices() {
activeSlice = SKShapeNode()
activeSlice.strokeColor = UIColor(red: 1, green: 0.9, blue: 0, alpha: 1)
activeSlice.lineWidth = 9
addChild(activeSlice)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
if let touch = touches.first {
let location = touch.location(in: self)
activeSlicePoints.append(location)
redrawActiveSlice()
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: self)
activeSlicePoints.append(location)
redrawActiveSlice()
}
override func touchesEnded(_ touches: Set<UITouch>?, with event: UIEvent?) {
}
func redrawActiveSlice() {
let path = UIBezierPath()
path.move(to: activeSlicePoints[0])
for i in 1 ..< activeSlicePoints.count {
path.addLine(to: activeSlicePoints[i])
}
activeSlice.path = path.cgPath
}
}
With this code, when you release the finger then touch again to draw, you have a line connecting the two shapes.
I would like to draw independent shapes.
Perhaps by modifying the code so that for each instance of touchesEnded()
, the array of points that represents the shape is stored in a multidimensional array, and by creating an array of points for each new instance of touchesBegan()
?
Thank you for your help.
It's something like
override func touchesEnded(_ touches: Set<UITouch>?, with event: UIEvent?) {
createSlices()
}