I have an SKShapeNode (rectangle in this case) which I am trying to rotate along its center. However it is rotating along the screen's bottom left point. Since I cannot set an anchor point for SKShapeNode, how can I achieve my requirement (to rotate the shape along its centre). This is the code I'm trying.
let rectangle = SKShapeNode()
rectangle.path = UIBezierPath(rect: CGRectMake(view.frame.width/4, view.frame.height/2, view.frame.width/2, view.frame.width/2)).CGPath
rectangle.fillColor = UIColor.yellowColor()
rectangle.strokeColor = UIColor.yellowColor()
let oneRevolution = SKAction.rotateByAngle(360, duration: 100.0)
let repeat = SKAction.repeatActionForever(oneRevolution)
rectangle.runAction(repeat)
Did you look at the SKShapeNode documentation : https://developer.apple.com/library/IOs/documentation/SpriteKit/Reference/SKShapeNode_Ref/index.html
Try using:
shapeNodeWithPath:centered:
Choose YES for centered.
If YES, the path is translated so that the center of the path’s
bounding box is at the node’s origin; otherwise the path is relative
to the node’s origin.
SKSpriteNode rectangle = [SKSpriteNode spriteWithSize size: CGSizeMake(20,20)];
You can make the same rectangle as a spriteNode which would give you access to change the anchorpoint. My syntax may be off a bit but I believe it can also take a color in the constructor.
When you create the SKShapeNode you have to set it to center this way:
let shapePath = UIBezierPath(...)
...
...
let shape = SKShapeNode(path: shapePath.cgPath, centered: true)
That way the anchor point of the SKShapeNode will be the center point.
We have to explicitly center the SKShapeNode before applying rotation.
import SpriteKit
import PlaygroundSupport
let bounds = CGRect(x: 0, y: 0, width: 400, height: 200)
let skview = SKView(frame: bounds)
PlaygroundPage.current.liveView = skview
In the first and second examples below, this is done by setting x
and y
parameters while initializing the rectangle, and then setting the position property.
let first = SKShapeNode(rect: CGRect(x:-20, y:-20, width: 40, height: 40))
first.position = CGPoint(x: 70, y: 30)
let second = SKShapeNode(rect: CGRect(x:-20, y:-20, width: 40, height: 40))
second.position = CGPoint(x: 70, y: 30)
second.zRotation = CGFloat.pi * 0.15
second.strokeColor = .red
In the third example below, this is done by setting centered
to true
while initializing the shape, and then setting the position property.
let path = CGMutablePath();
path.move(to: CGPoint(x: 50,y: 10))
path.addLine(to: CGPoint(x: 90, y: 10))
path.addLine(to: CGPoint(x: 90, y: 50))
path.addLine(to: CGPoint(x: 50, y: 50))
path.addLine(to: CGPoint(x: 50, y: 10))
let third = SKShapeNode(path: path, centered: true);
third.position = CGPoint(x: 70,y: 30);
third.zRotation = CGFloat.pi * 0.35
third.strokeColor = .yellow
let scene = SKScene(size: CGSize(width: 400, height: 200))
scene.scaleMode = SKSceneScaleMode.aspectFill
scene.size = skview.bounds.size
scene.addChild(first);
scene.addChild(second);
scene.addChild(third);
skview.presentScene(scene);