SpriteKit:关于非常规网格圆角的建议?
SpriteKit: suggestions for rounding corners of unconventional grid?
目标是使非常规网格的角变圆,如下所示:
https://s-media-cache-ak0.pinimg.com/564x/50/bc/e0/50bce0cb908913ebc2cf630d635331ef.jpg
https://s-media-cache-ak0.pinimg.com/564x/7e/29/ee/7e29ee80e957ec22bbba630ccefbfaa2.jpg
不同于传统网格的四个角网格,这些网格有多个需要圆角的角。
蛮力方法是识别带有外露角的图块,然后使用不同的背景图像或通过在代码中剪切角来将这些角圆化。
有没有更简洁的方法?
网格是为 SpriteKit SKScene 中的 iOS 应用渲染的。
唯一想到的是当一个节点接触到另一个节点时,在那一刻及时评估所述节点的显示,并更改受其影响的邻居。
这真的很有趣 question.You 可以用不同的方法构建您的矩阵,但您肯定必须每次解决每个图块背景中 4 个角的变化。
假设您从这样的 GameViewController
开始(没有加载 SKS
文件并且 anchorPoint
等于零):
import UIKit
import SpriteKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .resizeFill
scene.anchorPoint = CGPoint.zero
view.presentScene(scene)
}
}
我的想法是构建这样一个矩阵:
import SpriteKit
class GameScene: SKScene {
private var sideTile:CGFloat = 40
private var gridWidthTiles:Int = 5
private var gridHeightTiles:Int = 6
override func didMove(to view: SKView) {
self.drawMatrix()
}
func drawMatrix(){
var index = 1
let matrixPos = CGPoint(x:50,y:150)
for i in 0..<gridHeightTiles {
for j in 0..<gridWidthTiles {
let tile = getTile()
tile.name = "tile\(index)"
addChild(tile)
tile.position = CGPoint(x:matrixPos.x+(sideTile*CGFloat(j)),y:matrixPos.y+(sideTile*CGFloat(i)))
let label = SKLabelNode.init(text: "\(index)")
label.fontSize = 12
label.fontColor = .white
tile.addChild(label)
label.position = CGPoint(x:tile.frame.size.width/2,y:tile.frame.size.height/2)
index += 1
}
}
}
func getTile()->SKShapeNode {
let tile = SKShapeNode(rect: CGRect(x: 0, y: 0, width: sideTile, height: sideTile), cornerRadius: 10)
tile.fillColor = .gray
tile.strokeColor = .gray
return tile
}
}
输出:
现在我们可以为矩阵的每个图块构建背景。
我们可以制作相同的图块节点,但颜色不同(可能比图块颜色更清晰)并且没有角半径。如果我们将这个背景分成 4 个部分,我们有:
- 左侧 - 底部背景图块
- 左侧 - 顶部背景图块
- 右 - 底部背景图块
- 右侧 - 顶部背景图块
典型背景图块的代码:
func getBgTileCorner()->SKShapeNode {
let bgTileCorner = SKShapeNode(rect: CGRect(x: 0, y: 0, width: sideTile/2, height: sideTile/2))
bgTileCorner.fillColor = .lightGray
bgTileCorner.strokeColor = .lightGray
bgTileCorner.lineJoin = .round
bgTileCorner.isAntialiased = false
return bgTileCorner
}
现在有了 SKSCropNode
我们可以使用背景图块和图块只获得角:
func getCorner(at angle:String)->SKCropNode {
let cropNode = SKCropNode()
let tile = getTile()
let bgTile = getBgTileCorner()
cropNode.addChild(bgTile)
tile.position = CGPoint.zero
let tileFrame = CGRect(x: 0, y: 0, width: sideTile, height: sideTile)
switch angle {
case "leftBottom": bgTile.position = CGPoint(x:tile.position.x,y:tile.position.y)
case "rightBottom": bgTile.position = CGPoint(x:tile.position.x+tileFrame.size.width/2,y:tile.position.y)
case "leftTop": bgTile.position = CGPoint(x:tile.position.x,y:tile.position.y+tileFrame.size.height/2)
case "rightTop": bgTile.position = CGPoint(x:tile.position.x+tileFrame.size.width/2,y:tile.position.y+tileFrame.size.height/2)
default:break
}
tile.fillColor = self.backgroundColor
tile.strokeColor = self.backgroundColor
tile.lineWidth = 0.0
bgTile.lineWidth = 0.0
tile.blendMode = .replace
cropNode.position = CGPoint.zero
cropNode.addChild(tile)
cropNode.maskNode = bgTile
return cropNode
}
典型角的输出:
let corner = getCorner(at: "leftBottom")
addChild(corner)
corner.position = CGPoint(x:50,y:50)
现在我们可以用每个方块的角重建 drawMatrix
函数:
func drawMatrix(){
var index = 1
let matrixPos = CGPoint(x:50,y:150)
for i in 0..<gridHeightTiles {
for j in 0..<gridWidthTiles {
let tile = getTile()
tile.name = "tile\(index)"
let bgTileLB = getCorner(at:"leftBottom")
let bgTileRB = getCorner(at:"rightBottom")
let bgTileLT = getCorner(at:"leftTop")
let bgTileRT = getCorner(at:"rightTop")
bgTileLB.name = "bgTileLB\(index)"
bgTileRB.name = "bgTileRB\(index)"
bgTileLT.name = "bgTileLT\(index)"
bgTileRT.name = "bgTileRT\(index)"
addChild(bgTileLB)
addChild(bgTileRB)
addChild(bgTileLT)
addChild(bgTileRT)
addChild(tile)
tile.position = CGPoint(x:matrixPos.x+(sideTile*CGFloat(j)),y:matrixPos.y+(sideTile*CGFloat(i)))
let label = SKLabelNode.init(text: "\(index)")
label.fontSize = 12
label.fontColor = .white
tile.addChild(label)
label.position = CGPoint(x:tile.frame.size.width/2,y:tile.frame.size.height/2)
bgTileLB.position = CGPoint(x:tile.position.x,y:tile.position.y)
bgTileRB.position = CGPoint(x:tile.position.x,y:tile.position.y)
bgTileLT.position = CGPoint(x:tile.position.x,y:tile.position.y)
bgTileRT.position = CGPoint(x:tile.position.x,y:tile.position.y)
index += 1
}
}
}
输出:
非常类似于您的屏幕截图(这是两个磁贴示例:)
现在,当您想要移除瓷砖时,您可以决定要移除或保留哪个角,因为对于每个瓷砖,您还有相对的 4 个角:
输出:
好的,网格创建过程与此无关。您只需要某种方法来区分网格中的空白点和填充点。在我的示例中,我有一个类型为 .blank 或 .regular 的 Tile 对象。您需要拥有所有 15 张图像(您可以将样式更改为任何您喜欢的样式,但它们必须按相同的顺序排列并且必须以 1..15 为前缀)。它使用位计算来确定将哪个图像用作背景,并将背景图像偏移 x 和 y 的 1/2 平铺大小。除此之外,它是非常自我解释的。这些背景图片是我在开发这个时创建的测试图片,所以请随意使用它们。
struct GridPosition {
var col: Int = 0
var row: Int = 0
}
class GameScene: SKScene {
private var backgroundLayer = SKNode()
private var tileLayer = SKNode()
private var gridSize: CGSize = CGSize.zero
private var gridRows: Int = 0
private var gridCols: Int = 0
private var gridBlanks = [Int]()
private var tiles = [[Tile]]()
var tileSize: CGFloat = 150
override func didMove(to view: SKView) {
backgroundLayer.zPosition = 1
addChild(backgroundLayer)
tileLayer.zPosition = 2
addChild(tileLayer)
gridRows = 8
gridCols = 11
gridBlanks = [0,1,3,4,5,6,7,9,10,11,12,13,15,16,17,19,20,21,22,23,31,32,33,36,40,43,56,64,67,69,70,71,72,73,75,77,78,79,82,85,86,87]
createGrid()
createBackgroundTiles()
}
func createGrid() {
for row in 0 ..< gridRows {
var rowContent = [Tile]()
for col in 0 ..< gridCols {
let currentTileLocation: Int = row * gridCols + col
var tile: Tile
if gridBlanks.contains(currentTileLocation) {
tile = Tile(row: row, col: col, type: .blank, tileSize: tileSize)
}
else {
tile = Tile(row: row, col: col, type: .regular, tileSize: tileSize)
}
tile.position = positionInGrid(column: col, row: row)
tile.zPosition = CGFloat(100 + gridRows - row)
tileLayer.addChild(tile)
rowContent.append(tile)
}
tiles.append(rowContent)
}
}
func tileByGridPosition(_ gridPos: GridPosition) -> Tile {
return (tiles[Int(gridPos.row)][Int(gridPos.col)])
}
func positionInGrid(column: Int, row: Int) -> CGPoint {
let startX = 0 - CGFloat(gridCols / 2) * tileSize
let startY = 0 - CGFloat(gridRows / 2) * tileSize + tileSize / 2
return CGPoint(
x: startX + CGFloat(column) * tileSize,
y: startY + CGFloat(row) * tileSize)
}
func createBackgroundTiles() {
for row in 0...gridRows {
for col in 0...gridCols {
let topLeft = (col > 0) && (row < gridRows) && tileByGridPosition(GridPosition(col: col - 1, row: row)).type == .regular
let bottomLeft = (col > 0) && (row > 0) && tileByGridPosition(GridPosition(col: col - 1, row: row - 1)).type == .regular
let topRight = (col < gridCols) && (row < gridRows) && tileByGridPosition(GridPosition(col: col, row: row)).type == .regular
let bottomRight = (col < gridCols) && (row > 0) && tileByGridPosition(GridPosition(col: col, row: row - 1)).type == .regular
// The tiles are named from 0 to 15, according to the bitmask that is made by combining these four values.
let value = Int(NSNumber(value: topLeft)) | Int(NSNumber(value: topRight)) << 1 | Int(NSNumber(value: bottomLeft)) << 2 | Int(NSNumber(value: bottomRight)) << 3
// Values 0 (no tiles)
if value != 0 {
var gridPosition = positionInGrid(column: col, row: row)
gridPosition.x -= tileSize / 2
gridPosition.y -= tileSize / 2
let backgroundNode = SKSpriteNode(imageNamed: ("background_tile_\(value)"))
backgroundNode.size = CGSize(width: tileSize, height: tileSize)
backgroundNode.alpha = 0.8
backgroundNode.position = gridPosition
backgroundNode.zPosition = 1
backgroundLayer.addChild(backgroundNode)
}
}
}
}
}
class Tile: SKSpriteNode {
private var row = 0
private var col = 0
var type: TileType = .blank
init(row: Int, col: Int, type: TileType, tileSize: CGFloat) {
super.init(texture: nil ,color: .clear, size:CGSize(width: tileSize, height: tileSize))
self.type = type
size = self.size
let square = SKSpriteNode(color: type.color, size: size)
square.zPosition = 1
addChild(square)
}
}
我们所做的是布置瓷砖,然后调用此函数来舍入暴露瓷砖的节点。
// Rounds corners of exposed tiles. UIKit inverts coordinates so top is bottom and vice-versa.
fileprivate func roundTileCorners() {
// Get all tiles
var tiles = [TileClass]()
tileLayer.enumerateChildNodes(withName: ".//*") { node, stop in
if node is TileClass {
tiles.append(node as! TileClass)
}
}
// Round corners for each exposed tile
for t in tiles {
// Convert tile's position to root coordinates
let convertedPos = convert(t.position, from: t.parent!)
// Set neighbor positions
var leftNeighborPos = convertedPos
leftNeighborPos.x -= tileWidth
var rightNeighborPos = convertedPos
rightNeighborPos.x += tileWidth
var topNeighborPos = convertedPos
topNeighborPos.y += tileHeight
var bottomNeighborPos = convertedPos
bottomNeighborPos.y -= tileHeight
// Set default value for rounding
var cornersToRound : UIRectCorner?
// No neighbor below & to left? Round bottom left.
if !isTileAtPoint(point: bottomNeighborPos) && !isTileAtPoint(point: leftNeighborPos) {
cornersToRound = cornersToRound?.union(.topLeft) ?? .topLeft
}
// No neighbor below & to right? Round bottom right.
if !isTileAtPoint(point: bottomNeighborPos) && !isTileAtPoint(point: rightNeighborPos) {
cornersToRound = cornersToRound?.union(.topRight) ?? .topRight
}
// No neightbor above & to left? Round top left.
if !isTileAtPoint(point: topNeighborPos) && !isTileAtPoint(point: leftNeighborPos) {
cornersToRound = cornersToRound?.union(.bottomLeft) ?? .bottomLeft
}
// No neighbor above & to right? Round top right.
if !isTileAtPoint(point: topNeighborPos) && !isTileAtPoint(point: rightNeighborPos) {
cornersToRound = cornersToRound?.union(.bottomRight) ?? .bottomRight
}
// Any corners to round?
if cornersToRound != nil {
t.roundCorners(cornersToRound: cornersToRound!)
}
}
}
// Returns true if a tile exists at <point>. Assumes <point> is in root node's coordinates.
fileprivate func isTileAtPoint(point: CGPoint) -> Bool {
return nodes(at: point).contains(where: {[=10=] is BoardTileNode })
}
目标是使非常规网格的角变圆,如下所示:
https://s-media-cache-ak0.pinimg.com/564x/50/bc/e0/50bce0cb908913ebc2cf630d635331ef.jpg
https://s-media-cache-ak0.pinimg.com/564x/7e/29/ee/7e29ee80e957ec22bbba630ccefbfaa2.jpg
不同于传统网格的四个角网格,这些网格有多个需要圆角的角。
蛮力方法是识别带有外露角的图块,然后使用不同的背景图像或通过在代码中剪切角来将这些角圆化。
有没有更简洁的方法?
网格是为 SpriteKit SKScene 中的 iOS 应用渲染的。
唯一想到的是当一个节点接触到另一个节点时,在那一刻及时评估所述节点的显示,并更改受其影响的邻居。
这真的很有趣 question.You 可以用不同的方法构建您的矩阵,但您肯定必须每次解决每个图块背景中 4 个角的变化。
假设您从这样的 GameViewController
开始(没有加载 SKS
文件并且 anchorPoint
等于零):
import UIKit
import SpriteKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .resizeFill
scene.anchorPoint = CGPoint.zero
view.presentScene(scene)
}
}
我的想法是构建这样一个矩阵:
import SpriteKit
class GameScene: SKScene {
private var sideTile:CGFloat = 40
private var gridWidthTiles:Int = 5
private var gridHeightTiles:Int = 6
override func didMove(to view: SKView) {
self.drawMatrix()
}
func drawMatrix(){
var index = 1
let matrixPos = CGPoint(x:50,y:150)
for i in 0..<gridHeightTiles {
for j in 0..<gridWidthTiles {
let tile = getTile()
tile.name = "tile\(index)"
addChild(tile)
tile.position = CGPoint(x:matrixPos.x+(sideTile*CGFloat(j)),y:matrixPos.y+(sideTile*CGFloat(i)))
let label = SKLabelNode.init(text: "\(index)")
label.fontSize = 12
label.fontColor = .white
tile.addChild(label)
label.position = CGPoint(x:tile.frame.size.width/2,y:tile.frame.size.height/2)
index += 1
}
}
}
func getTile()->SKShapeNode {
let tile = SKShapeNode(rect: CGRect(x: 0, y: 0, width: sideTile, height: sideTile), cornerRadius: 10)
tile.fillColor = .gray
tile.strokeColor = .gray
return tile
}
}
输出:
现在我们可以为矩阵的每个图块构建背景。 我们可以制作相同的图块节点,但颜色不同(可能比图块颜色更清晰)并且没有角半径。如果我们将这个背景分成 4 个部分,我们有:
- 左侧 - 底部背景图块
- 左侧 - 顶部背景图块
- 右 - 底部背景图块
- 右侧 - 顶部背景图块
典型背景图块的代码:
func getBgTileCorner()->SKShapeNode {
let bgTileCorner = SKShapeNode(rect: CGRect(x: 0, y: 0, width: sideTile/2, height: sideTile/2))
bgTileCorner.fillColor = .lightGray
bgTileCorner.strokeColor = .lightGray
bgTileCorner.lineJoin = .round
bgTileCorner.isAntialiased = false
return bgTileCorner
}
现在有了 SKSCropNode
我们可以使用背景图块和图块只获得角:
func getCorner(at angle:String)->SKCropNode {
let cropNode = SKCropNode()
let tile = getTile()
let bgTile = getBgTileCorner()
cropNode.addChild(bgTile)
tile.position = CGPoint.zero
let tileFrame = CGRect(x: 0, y: 0, width: sideTile, height: sideTile)
switch angle {
case "leftBottom": bgTile.position = CGPoint(x:tile.position.x,y:tile.position.y)
case "rightBottom": bgTile.position = CGPoint(x:tile.position.x+tileFrame.size.width/2,y:tile.position.y)
case "leftTop": bgTile.position = CGPoint(x:tile.position.x,y:tile.position.y+tileFrame.size.height/2)
case "rightTop": bgTile.position = CGPoint(x:tile.position.x+tileFrame.size.width/2,y:tile.position.y+tileFrame.size.height/2)
default:break
}
tile.fillColor = self.backgroundColor
tile.strokeColor = self.backgroundColor
tile.lineWidth = 0.0
bgTile.lineWidth = 0.0
tile.blendMode = .replace
cropNode.position = CGPoint.zero
cropNode.addChild(tile)
cropNode.maskNode = bgTile
return cropNode
}
典型角的输出:
let corner = getCorner(at: "leftBottom")
addChild(corner)
corner.position = CGPoint(x:50,y:50)
现在我们可以用每个方块的角重建 drawMatrix
函数:
func drawMatrix(){
var index = 1
let matrixPos = CGPoint(x:50,y:150)
for i in 0..<gridHeightTiles {
for j in 0..<gridWidthTiles {
let tile = getTile()
tile.name = "tile\(index)"
let bgTileLB = getCorner(at:"leftBottom")
let bgTileRB = getCorner(at:"rightBottom")
let bgTileLT = getCorner(at:"leftTop")
let bgTileRT = getCorner(at:"rightTop")
bgTileLB.name = "bgTileLB\(index)"
bgTileRB.name = "bgTileRB\(index)"
bgTileLT.name = "bgTileLT\(index)"
bgTileRT.name = "bgTileRT\(index)"
addChild(bgTileLB)
addChild(bgTileRB)
addChild(bgTileLT)
addChild(bgTileRT)
addChild(tile)
tile.position = CGPoint(x:matrixPos.x+(sideTile*CGFloat(j)),y:matrixPos.y+(sideTile*CGFloat(i)))
let label = SKLabelNode.init(text: "\(index)")
label.fontSize = 12
label.fontColor = .white
tile.addChild(label)
label.position = CGPoint(x:tile.frame.size.width/2,y:tile.frame.size.height/2)
bgTileLB.position = CGPoint(x:tile.position.x,y:tile.position.y)
bgTileRB.position = CGPoint(x:tile.position.x,y:tile.position.y)
bgTileLT.position = CGPoint(x:tile.position.x,y:tile.position.y)
bgTileRT.position = CGPoint(x:tile.position.x,y:tile.position.y)
index += 1
}
}
}
输出:
非常类似于您的屏幕截图(这是两个磁贴示例:)
现在,当您想要移除瓷砖时,您可以决定要移除或保留哪个角,因为对于每个瓷砖,您还有相对的 4 个角:
输出:
好的,网格创建过程与此无关。您只需要某种方法来区分网格中的空白点和填充点。在我的示例中,我有一个类型为 .blank 或 .regular 的 Tile 对象。您需要拥有所有 15 张图像(您可以将样式更改为任何您喜欢的样式,但它们必须按相同的顺序排列并且必须以 1..15 为前缀)。它使用位计算来确定将哪个图像用作背景,并将背景图像偏移 x 和 y 的 1/2 平铺大小。除此之外,它是非常自我解释的。这些背景图片是我在开发这个时创建的测试图片,所以请随意使用它们。
struct GridPosition {
var col: Int = 0
var row: Int = 0
}
class GameScene: SKScene {
private var backgroundLayer = SKNode()
private var tileLayer = SKNode()
private var gridSize: CGSize = CGSize.zero
private var gridRows: Int = 0
private var gridCols: Int = 0
private var gridBlanks = [Int]()
private var tiles = [[Tile]]()
var tileSize: CGFloat = 150
override func didMove(to view: SKView) {
backgroundLayer.zPosition = 1
addChild(backgroundLayer)
tileLayer.zPosition = 2
addChild(tileLayer)
gridRows = 8
gridCols = 11
gridBlanks = [0,1,3,4,5,6,7,9,10,11,12,13,15,16,17,19,20,21,22,23,31,32,33,36,40,43,56,64,67,69,70,71,72,73,75,77,78,79,82,85,86,87]
createGrid()
createBackgroundTiles()
}
func createGrid() {
for row in 0 ..< gridRows {
var rowContent = [Tile]()
for col in 0 ..< gridCols {
let currentTileLocation: Int = row * gridCols + col
var tile: Tile
if gridBlanks.contains(currentTileLocation) {
tile = Tile(row: row, col: col, type: .blank, tileSize: tileSize)
}
else {
tile = Tile(row: row, col: col, type: .regular, tileSize: tileSize)
}
tile.position = positionInGrid(column: col, row: row)
tile.zPosition = CGFloat(100 + gridRows - row)
tileLayer.addChild(tile)
rowContent.append(tile)
}
tiles.append(rowContent)
}
}
func tileByGridPosition(_ gridPos: GridPosition) -> Tile {
return (tiles[Int(gridPos.row)][Int(gridPos.col)])
}
func positionInGrid(column: Int, row: Int) -> CGPoint {
let startX = 0 - CGFloat(gridCols / 2) * tileSize
let startY = 0 - CGFloat(gridRows / 2) * tileSize + tileSize / 2
return CGPoint(
x: startX + CGFloat(column) * tileSize,
y: startY + CGFloat(row) * tileSize)
}
func createBackgroundTiles() {
for row in 0...gridRows {
for col in 0...gridCols {
let topLeft = (col > 0) && (row < gridRows) && tileByGridPosition(GridPosition(col: col - 1, row: row)).type == .regular
let bottomLeft = (col > 0) && (row > 0) && tileByGridPosition(GridPosition(col: col - 1, row: row - 1)).type == .regular
let topRight = (col < gridCols) && (row < gridRows) && tileByGridPosition(GridPosition(col: col, row: row)).type == .regular
let bottomRight = (col < gridCols) && (row > 0) && tileByGridPosition(GridPosition(col: col, row: row - 1)).type == .regular
// The tiles are named from 0 to 15, according to the bitmask that is made by combining these four values.
let value = Int(NSNumber(value: topLeft)) | Int(NSNumber(value: topRight)) << 1 | Int(NSNumber(value: bottomLeft)) << 2 | Int(NSNumber(value: bottomRight)) << 3
// Values 0 (no tiles)
if value != 0 {
var gridPosition = positionInGrid(column: col, row: row)
gridPosition.x -= tileSize / 2
gridPosition.y -= tileSize / 2
let backgroundNode = SKSpriteNode(imageNamed: ("background_tile_\(value)"))
backgroundNode.size = CGSize(width: tileSize, height: tileSize)
backgroundNode.alpha = 0.8
backgroundNode.position = gridPosition
backgroundNode.zPosition = 1
backgroundLayer.addChild(backgroundNode)
}
}
}
}
}
class Tile: SKSpriteNode {
private var row = 0
private var col = 0
var type: TileType = .blank
init(row: Int, col: Int, type: TileType, tileSize: CGFloat) {
super.init(texture: nil ,color: .clear, size:CGSize(width: tileSize, height: tileSize))
self.type = type
size = self.size
let square = SKSpriteNode(color: type.color, size: size)
square.zPosition = 1
addChild(square)
}
}
我们所做的是布置瓷砖,然后调用此函数来舍入暴露瓷砖的节点。
// Rounds corners of exposed tiles. UIKit inverts coordinates so top is bottom and vice-versa.
fileprivate func roundTileCorners() {
// Get all tiles
var tiles = [TileClass]()
tileLayer.enumerateChildNodes(withName: ".//*") { node, stop in
if node is TileClass {
tiles.append(node as! TileClass)
}
}
// Round corners for each exposed tile
for t in tiles {
// Convert tile's position to root coordinates
let convertedPos = convert(t.position, from: t.parent!)
// Set neighbor positions
var leftNeighborPos = convertedPos
leftNeighborPos.x -= tileWidth
var rightNeighborPos = convertedPos
rightNeighborPos.x += tileWidth
var topNeighborPos = convertedPos
topNeighborPos.y += tileHeight
var bottomNeighborPos = convertedPos
bottomNeighborPos.y -= tileHeight
// Set default value for rounding
var cornersToRound : UIRectCorner?
// No neighbor below & to left? Round bottom left.
if !isTileAtPoint(point: bottomNeighborPos) && !isTileAtPoint(point: leftNeighborPos) {
cornersToRound = cornersToRound?.union(.topLeft) ?? .topLeft
}
// No neighbor below & to right? Round bottom right.
if !isTileAtPoint(point: bottomNeighborPos) && !isTileAtPoint(point: rightNeighborPos) {
cornersToRound = cornersToRound?.union(.topRight) ?? .topRight
}
// No neightbor above & to left? Round top left.
if !isTileAtPoint(point: topNeighborPos) && !isTileAtPoint(point: leftNeighborPos) {
cornersToRound = cornersToRound?.union(.bottomLeft) ?? .bottomLeft
}
// No neighbor above & to right? Round top right.
if !isTileAtPoint(point: topNeighborPos) && !isTileAtPoint(point: rightNeighborPos) {
cornersToRound = cornersToRound?.union(.bottomRight) ?? .bottomRight
}
// Any corners to round?
if cornersToRound != nil {
t.roundCorners(cornersToRound: cornersToRound!)
}
}
}
// Returns true if a tile exists at <point>. Assumes <point> is in root node's coordinates.
fileprivate func isTileAtPoint(point: CGPoint) -> Bool {
return nodes(at: point).contains(where: {[=10=] is BoardTileNode })
}