I would like to achieve the effect shown in this gif.
Currently I do this with a series of ~7 png images with a red background and a white line, these are animated through the sprite with an SKAction.
There are a few others additions I would like to make to the sprite, that can change depending on situation, and also I would like to repeat this with a number of colours. This results in: 6 colours, 7 shine effects, 5 edge effects and 4 corner effects resulting in 136 combinations of textures I would need to create and store.
I feel like there has to be a way to superimpose png's with transparent backgrounds when setting the texture of a sprite but I cannot seem to find a way to do this anywhere.
Is this possible so that I can reduce the number of assets to 22 or do I have to make all 136 and build in logic to the class to decide which to use?
I wanted an effect like this for my game, I tried a lot of options. I tried using particles for performance but couldn't even get close. I know you can accomplish it with Shaders, but i didn't go that route and in iOS 12 Shaders won't be support Open GL anyway. In the end I opted to go with CropNodes.
This is my glare image, it is hard to see because it slightly transparent whiteish image.
This is the results I achieved using CropNodes
class Glare: SKSpriteNode {
var glare = SKSpriteNode()
private var cropNode = SKCropNode()
init(color: UIColor, size: CGSize) {
super.init(texture: nil, color: color, size: size)
alpha = 0.7
zPosition = 10
setupGlare()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func setupGlare() {
let buffer: CGFloat = 10
let mask = SKSpriteNode(texture: nil, color: .black, size: self.size)
let texture = SKTextureAtlas(named: "Sprites").textureNamed("glare")
glare = SKSpriteNode(texture: texture)
glare.position = CGPoint(x: 0 - (self.size.width / 2 + buffer), y: self.size.height / 2 + buffer)
glare.setScale(3.50)
glare.zPosition = 1
cropNode.zPosition = 2
cropNode.maskNode = mask
cropNode.addChild(glare)
let random = Double(CGFloat.random(min: 0, max: 1))
let pause = SKAction.wait(forDuration: random)
let move = SKAction.moveBy(x: self.size.width + buffer * 2, y: 0 - (self.size.height + buffer * 2), duration: 0.5)
let wait = SKAction.wait(forDuration: 1.0)
let reset = SKAction.moveBy(x: 0 - (self.size.width + buffer * 2), y: self.size.height + buffer * 2, duration: 0.0)
let seq = SKAction.sequence([move, wait, reset])
let repeater = SKAction.repeatForever(seq)
let repeaterSeq = SKAction.sequence([pause, repeater])
glare.run(repeaterSeq)
}
func showGlare(texture: SKTexture) {
let mask = SKSpriteNode(texture: texture)
cropNode.maskNode = mask
glare.isHidden = false
if cropNode.parent == nil { self.addChild(cropNode)}
}
func hideGlare() {
glare.isHidden = true
//remove cropnode from the node tree
cropNode.removeFromParent()
}
}
and then in my GameScene...
I add my glares to a glare layer but that isn't necessary. I also go through when the game loads and create my glares for all 15 slots ahead of time and put them in an array. This way I do not have to create them on the fly and I can just turn on slot 10 any time I want and turn it off as well.
private var glares = [Glare]()
let glare = Glare(color: .clear, size: CGSize(width: kSymbolSize, height: kSymbolSize))
glare.position = CGPoint(x: (CGFloat(x - 1) * kSymbolSize) + (kSymbolSize / 2), y: 0 - (CGFloat(y) * kSymbolSize) + (kSymbolSize / 2))
glare.zPosition = 100
glareLayer.addChild(glare)
glares.append(glare)
When I want to show the glare on a slot
EDIT texture here for you would just be a blank square texture the size of your tile.
glares[index].showGlare(texture: symbol.texture!)
When I want to hide it
glares[index].hideGlare()